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Ryujinx/Ryujinx.Graphics.Texture/SizeInfo.cs
Andrey Sukharev 4da44e09cb
Make structs readonly when applicable (#4002)
* Make all structs readonly when applicable. It should reduce amount of needless defensive copies

* Make structs with trivial boilerplate equality code record structs

* Remove unnecessary readonly modifiers from TextureCreateInfo

* Make BitMap structs readonly too
2022-12-05 14:47:39 +01:00

119 lines
No EOL
3.2 KiB
C#

using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Texture
{
public readonly 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 readonly int[] LevelSizes;
public int LayerSize { get; }
public int TotalSize { get; }
public SizeInfo(int size)
{
_mipOffsets = new int[] { 0 };
AllOffsets = new int[] { 0 };
SliceSizes = new int[] { size };
LevelSizes = new int[] { size };
_depth = 1;
_levels = 1;
LayerSize = size;
TotalSize = size;
_is3D = false;
}
internal SizeInfo(
int[] mipOffsets,
int[] allOffsets,
int[] sliceSizes,
int[] levelSizes,
int depth,
int levels,
int layerSize,
int totalSize,
bool is3D)
{
_mipOffsets = mipOffsets;
AllOffsets = allOffsets;
SliceSizes = sliceSizes;
LevelSizes = levelSizes;
_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;
}
public IEnumerable<Region> AllRegions()
{
if (_is3D)
{
for (int i = 0; i < _mipOffsets.Length; i++)
{
int maxSize = TotalSize - _mipOffsets[i];
yield return new Region(_mipOffsets[i], Math.Min(maxSize, LevelSizes[i]));
}
}
else
{
for (int i = 0; i < AllOffsets.Length; i++)
{
yield return new Region(AllOffsets[i], SliceSizes[i % _levels]);
}
}
}
}
}