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https://github.com/Ryujinx/Ryujinx.git
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59ddb26628
* chore: replace `ByteMemoryPool` usage with `MemoryOwner<byte>` * refactor: `PixelConverter.ConvertR4G4ToR4G4B4A4()` - rename old `outputSpan` to `outputSpanUInt16`, reuse same output `Span<byte>` as newly-freed name `outputSpan` * eliminate temporary buffer allocations * chore, perf: use MemoryOwner<byte> instead of IMemoryOwner<byte>
60 lines
1.9 KiB
C#
60 lines
1.9 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Common.Memory;
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using Ryujinx.Graphics.Texture.Encoders;
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using System;
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namespace Ryujinx.Graphics.Texture
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{
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public static class BCnEncoder
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{
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private const int BlockWidth = 4;
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private const int BlockHeight = 4;
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public static MemoryOwner<byte> EncodeBC7(Memory<byte> data, int width, int height, int depth, int levels, int layers)
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{
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int size = 0;
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for (int l = 0; l < levels; l++)
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{
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int w = BitUtils.DivRoundUp(Math.Max(1, width >> l), BlockWidth);
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int h = BitUtils.DivRoundUp(Math.Max(1, height >> l), BlockHeight);
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size += w * h * 16 * Math.Max(1, depth >> l) * layers;
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}
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MemoryOwner<byte> output = MemoryOwner<byte>.Rent(size);
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Memory<byte> outputMemory = output.Memory;
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int imageBaseIOffs = 0;
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int imageBaseOOffs = 0;
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for (int l = 0; l < levels; l++)
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{
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int w = BitUtils.DivRoundUp(width, BlockWidth);
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int h = BitUtils.DivRoundUp(height, BlockHeight);
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for (int l2 = 0; l2 < layers; l2++)
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{
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for (int z = 0; z < depth; z++)
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{
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BC7Encoder.Encode(
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outputMemory[imageBaseOOffs..],
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data[imageBaseIOffs..],
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width,
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height,
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EncodeMode.Fast | EncodeMode.Multithreaded);
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imageBaseIOffs += width * height * 4;
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imageBaseOOffs += w * h * 16;
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}
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}
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width = Math.Max(1, width >> 1);
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height = Math.Max(1, height >> 1);
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depth = Math.Max(1, depth >> 1);
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}
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return output;
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}
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}
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}
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