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Ryujinx/Ryujinx.Graphics.Texture/SizeInfo.cs
riperiperi b530f0e110
Texture Cache: "Texture Groups" and "Texture Dependencies" (#2001)
* Initial implementation (3d tex mips broken)

This works rather well for most games, just need to fix 3d texture mips.

* Cleanup

* Address feedback

* Copy Dependencies and various other fixes

* Fix layer/level offset for copy from view<->view.

* Remove dirty flag from dependency

The dirty flag behaviour is not needed - DeferredCopy is all we need.

* Fix tracking mip slices.

* Propagate granularity (fix astral chain)

* Address Feedback pt 1

* Save slice sizes as part of SizeInfo

* Fix nits

* Fix disposing multiple dependencies causing a crash

This list is obviously modified when removing dependencies, so create a copy of it.
2021-03-02 19:30:54 -03:00

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2.4 KiB
C#

using System;
namespace Ryujinx.Graphics.Texture
{
public struct SizeInfo
{
private readonly int[] _mipOffsets;
private readonly int _levels;
private readonly int _depth;
private readonly bool _is3D;
public readonly int[] AllOffsets;
public readonly int[] SliceSizes;
public int LayerSize { get; }
public int TotalSize { get; }
public SizeInfo(int size)
{
_mipOffsets = new int[] { 0 };
AllOffsets = new int[] { 0 };
SliceSizes = new int[] { size };
_depth = 1;
_levels = 1;
LayerSize = size;
TotalSize = size;
_is3D = false;
}
internal SizeInfo(
int[] mipOffsets,
int[] allOffsets,
int[] sliceSizes,
int depth,
int levels,
int layerSize,
int totalSize,
bool is3D)
{
_mipOffsets = mipOffsets;
AllOffsets = allOffsets;
SliceSizes = sliceSizes;
_depth = depth;
_levels = levels;
LayerSize = layerSize;
TotalSize = totalSize;
_is3D = is3D;
}
public int GetMipOffset(int level)
{
if ((uint)level >= _mipOffsets.Length)
{
throw new ArgumentOutOfRangeException(nameof(level));
}
return _mipOffsets[level];
}
public bool FindView(int offset, out int firstLayer, out int firstLevel)
{
int index = Array.BinarySearch(AllOffsets, offset);
if (index < 0)
{
firstLayer = 0;
firstLevel = 0;
return false;
}
if (_is3D)
{
firstLayer = index;
firstLevel = 0;
int levelDepth = _depth;
while (firstLayer >= levelDepth)
{
firstLayer -= levelDepth;
firstLevel++;
levelDepth = Math.Max(levelDepth >> 1, 1);
}
}
else
{
firstLayer = index / _levels;
firstLevel = index - (firstLayer * _levels);
}
return true;
}
}
}