Shorten the implementation of 3D swizzle to only 3 functions
This commit is contained in:
parent
1ff20d8538
commit
331ce2942c
|
@ -45,7 +45,7 @@ constexpr auto fast_swizzle_table = SwizzleTable<8, 4, 16>();
|
|||
* Instead of going gob by gob, we map the coordinates inside a block and manage from
|
||||
* those. Block_Width is assumed to be 1.
|
||||
*/
|
||||
void Precise3DProcessBlock(u8* swizzled_data, u8* unswizzled_data, const bool unswizzle,
|
||||
void PreciseProcessBlock(u8* swizzled_data, u8* unswizzled_data, const bool unswizzle,
|
||||
const u32 x_start, const u32 y_start, const u32 z_start, const u32 x_end,
|
||||
const u32 y_end, const u32 z_end, const u32 tile_offset,
|
||||
const u32 xy_block_size, const u32 layer_z, const u32 stride_x,
|
||||
|
@ -76,61 +76,12 @@ void Precise3DProcessBlock(u8* swizzled_data, u8* unswizzled_data, const bool un
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This function unswizzles or swizzles a texture by mapping Linear to BlockLinear Textue.
|
||||
* The body of this function takes care of splitting the swizzled texture into blocks,
|
||||
* and managing the extents of it. Once all the parameters of a single block are obtained,
|
||||
* the function calls '3DProcessBlock' to process that particular Block.
|
||||
*
|
||||
* Documentation for the memory layout and decoding can be found at:
|
||||
* https://envytools.readthedocs.io/en/latest/hw/memory/g80-surface.html#blocklinear-surfaces
|
||||
*/
|
||||
void Precise3DSwizzledData(u8* swizzled_data, u8* unswizzled_data, const bool unswizzle,
|
||||
const u32 width, const u32 height, const u32 depth,
|
||||
const u32 bytes_per_pixel, const u32 out_bytes_per_pixel,
|
||||
const u32 block_height, const u32 block_depth) {
|
||||
auto div_ceil = [](const u32 x, const u32 y) { return ((x + y - 1) / y); };
|
||||
const u32 stride_x = width * out_bytes_per_pixel;
|
||||
const u32 layer_z = height * stride_x;
|
||||
const u32 gob_x_bytes = 64;
|
||||
const u32 gob_elements_x = gob_x_bytes / bytes_per_pixel;
|
||||
const u32 gob_elements_y = 8;
|
||||
const u32 gob_elements_z = 1;
|
||||
const u32 block_x_elements = gob_elements_x;
|
||||
const u32 block_y_elements = gob_elements_y * block_height;
|
||||
const u32 block_z_elements = gob_elements_z * block_depth;
|
||||
const u32 blocks_on_x = div_ceil(width, block_x_elements);
|
||||
const u32 blocks_on_y = div_ceil(height, block_y_elements);
|
||||
const u32 blocks_on_z = div_ceil(depth, block_z_elements);
|
||||
const u32 blocks = blocks_on_x * blocks_on_y * blocks_on_z;
|
||||
const u32 gob_size = gob_x_bytes * gob_elements_y * gob_elements_z;
|
||||
const u32 xy_block_size = gob_size * block_height;
|
||||
const u32 block_size = xy_block_size * block_depth;
|
||||
u32 tile_offset = 0;
|
||||
for (u32 zb = 0; zb < blocks_on_z; zb++) {
|
||||
const u32 z_start = zb * block_z_elements;
|
||||
const u32 z_end = std::min(depth, z_start + block_z_elements);
|
||||
for (u32 yb = 0; yb < blocks_on_y; yb++) {
|
||||
const u32 y_start = yb * block_y_elements;
|
||||
const u32 y_end = std::min(height, y_start + block_y_elements);
|
||||
for (u32 xb = 0; xb < blocks_on_x; xb++) {
|
||||
const u32 x_start = xb * block_x_elements;
|
||||
const u32 x_end = std::min(width, x_start + block_x_elements);
|
||||
Precise3DProcessBlock(swizzled_data, unswizzled_data, unswizzle, x_start, y_start,
|
||||
z_start, x_end, y_end, z_end, tile_offset, xy_block_size,
|
||||
layer_z, stride_x, bytes_per_pixel, out_bytes_per_pixel);
|
||||
tile_offset += block_size;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This function manages ALL the GOBs(Group of Bytes) Inside a single block.
|
||||
* Instead of going gob by gob, we map the coordinates inside a block and manage from
|
||||
* those. Block_Width is assumed to be 1.
|
||||
*/
|
||||
void Fast3DProcessBlock(u8* swizzled_data, u8* unswizzled_data, const bool unswizzle,
|
||||
void FastProcessBlock(u8* swizzled_data, u8* unswizzled_data, const bool unswizzle,
|
||||
const u32 x_start, const u32 y_start, const u32 z_start, const u32 x_end,
|
||||
const u32 y_end, const u32 z_end, const u32 tile_offset,
|
||||
const u32 xy_block_size, const u32 layer_z, const u32 stride_x,
|
||||
|
@ -169,15 +120,15 @@ void Fast3DProcessBlock(u8* swizzled_data, u8* unswizzled_data, const bool unswi
|
|||
* This function unswizzles or swizzles a texture by mapping Linear to BlockLinear Textue.
|
||||
* The body of this function takes care of splitting the swizzled texture into blocks,
|
||||
* and managing the extents of it. Once all the parameters of a single block are obtained,
|
||||
* the function calls '3DProcessBlock' to process that particular Block.
|
||||
* the function calls 'ProcessBlock' to process that particular Block.
|
||||
*
|
||||
* Documentation for the memory layout and decoding can be found at:
|
||||
* https://envytools.readthedocs.io/en/latest/hw/memory/g80-surface.html#blocklinear-surfaces
|
||||
*/
|
||||
void Fast3DSwizzledData(u8* swizzled_data, u8* unswizzled_data, const bool unswizzle,
|
||||
const u32 width, const u32 height, const u32 depth,
|
||||
const u32 bytes_per_pixel, const u32 out_bytes_per_pixel,
|
||||
const u32 block_height, const u32 block_depth) {
|
||||
template <bool fast>
|
||||
void SwizzledData(u8* swizzled_data, u8* unswizzled_data, const bool unswizzle, const u32 width,
|
||||
const u32 height, const u32 depth, const u32 bytes_per_pixel,
|
||||
const u32 out_bytes_per_pixel, const u32 block_height, const u32 block_depth) {
|
||||
auto div_ceil = [](const u32 x, const u32 y) { return ((x + y - 1) / y); };
|
||||
const u32 stride_x = width * out_bytes_per_pixel;
|
||||
const u32 layer_z = height * stride_x;
|
||||
|
@ -205,9 +156,15 @@ void Fast3DSwizzledData(u8* swizzled_data, u8* unswizzled_data, const bool unswi
|
|||
for (u32 xb = 0; xb < blocks_on_x; xb++) {
|
||||
const u32 x_start = xb * block_x_elements;
|
||||
const u32 x_end = std::min(width, x_start + block_x_elements);
|
||||
Fast3DProcessBlock(swizzled_data, unswizzled_data, unswizzle, x_start, y_start,
|
||||
if (fast) {
|
||||
FastProcessBlock(swizzled_data, unswizzled_data, unswizzle, x_start, y_start,
|
||||
z_start, x_end, y_end, z_end, tile_offset, xy_block_size,
|
||||
layer_z, stride_x, bytes_per_pixel, out_bytes_per_pixel);
|
||||
} else {
|
||||
PreciseProcessBlock(swizzled_data, unswizzled_data, unswizzle, x_start, y_start,
|
||||
z_start, x_end, y_end, z_end, tile_offset, xy_block_size,
|
||||
layer_z, stride_x, bytes_per_pixel, out_bytes_per_pixel);
|
||||
}
|
||||
tile_offset += block_size;
|
||||
}
|
||||
}
|
||||
|
@ -218,10 +175,10 @@ void CopySwizzledData(u32 width, u32 height, u32 depth, u32 bytes_per_pixel,
|
|||
u32 out_bytes_per_pixel, u8* swizzled_data, u8* unswizzled_data,
|
||||
bool unswizzle, u32 block_height, u32 block_depth) {
|
||||
if (bytes_per_pixel % 3 != 0 && (width * bytes_per_pixel) % 16 == 0) {
|
||||
Fast3DSwizzledData(swizzled_data, unswizzled_data, unswizzle, width, height, depth,
|
||||
SwizzledData<true>(swizzled_data, unswizzled_data, unswizzle, width, height, depth,
|
||||
bytes_per_pixel, out_bytes_per_pixel, block_height, block_depth);
|
||||
} else {
|
||||
Precise3DSwizzledData(swizzled_data, unswizzled_data, unswizzle, width, height, depth,
|
||||
SwizzledData<false>(swizzled_data, unswizzled_data, unswizzle, width, height, depth,
|
||||
bytes_per_pixel, out_bytes_per_pixel, block_height, block_depth);
|
||||
}
|
||||
}
|
||||
|
|
Reference in New Issue