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authorriperiperi <rhy3756547@hotmail.com>2020-06-13 23:31:06 +0100
committerGitHub <noreply@github.com>2020-06-13 19:31:06 -0300
commitbea1fc2e8d40ec792964852f57e7b884dfbd8306 (patch)
tree8cbbb5bb49d8c1ff635ddd1bb81e58f39a1b7eaf /Ryujinx.Graphics.Texture/BlockLinearLayout.cs
parentce983f360b3353bbcd73f3e58c24a23a22e1c94d (diff)
Optimize texture format conversion, and MethodCopyBuffer (#1274)
* Improve performance when converting texture formats. Still more work to do. * Speed up buffer -> texture copies. No longer copies byte by byte. Fast path when formats are identical. * Fix a few things, 64 byte block fast copy. * Spacing cleanup, unrelated change. * Fix base offset calculation for region copies. * Fix Linear -> BlockLinear * Fix some nits. (part 1 of review feedback) * Use a generic version of the Convert* functions rather than lambdas. This is some real monkey's paw shit. * Remove unnecessary span constructor. * Revert "Use a generic version of the Convert* functions rather than lambdas." This reverts commit aa43dcfbe8bba291eea4e10c68569af7a56a5851. * Fix bug with rectangle destination writing, better rectangle calculation for linear textures.
Diffstat (limited to 'Ryujinx.Graphics.Texture/BlockLinearLayout.cs')
-rw-r--r--Ryujinx.Graphics.Texture/BlockLinearLayout.cs94
1 files changed, 94 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Texture/BlockLinearLayout.cs b/Ryujinx.Graphics.Texture/BlockLinearLayout.cs
index b95db702..0b112242 100644
--- a/Ryujinx.Graphics.Texture/BlockLinearLayout.cs
+++ b/Ryujinx.Graphics.Texture/BlockLinearLayout.cs
@@ -33,6 +33,11 @@ namespace Ryujinx.Graphics.Texture
private int _robSize;
private int _sliceSize;
+ // Variables for built in iteration.
+ private int _yPart;
+ private int _yzPart;
+ private int _zPart;
+
public BlockLinearLayout(
int width,
int height,
@@ -97,5 +102,94 @@ namespace Ryujinx.Graphics.Texture
return offset;
}
+
+ public (int offset, int size) GetRectangleRange(int x, int y, int width, int height)
+ {
+ // Justification:
+ // The 2D offset is a combination of separate x and y parts.
+ // Both components increase with input and never overlap bits.
+ // Therefore for each component, the minimum input value is the lowest that component can go.
+ // Minimum total value is minimum X component + minimum Y component. Similar goes for maximum.
+
+ int start = GetOffset(x, y, 0);
+ int end = GetOffset(x + width - 1, y + height - 1, 0) + _texBpp; // Cover the last pixel.
+ return (start, end - start);
+ }
+
+ public bool LayoutMatches(BlockLinearLayout other)
+ {
+ return _robSize == other._robSize &&
+ _sliceSize == other._sliceSize &&
+ _texBpp == other._texBpp &&
+ _bhMask == other._bhMask &&
+ _bdMask == other._bdMask;
+ }
+
+ // Functions for built in iteration.
+ // Components of the offset can be updated separately, and combined to save some time.
+
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public void SetY(int y)
+ {
+ int yh = y / GobHeight;
+ int offset = (yh >> _bhShift) * _robSize;
+
+ offset += (yh & _bhMask) * GobSize;
+
+ offset += ((y & 0x07) >> 1) << 6;
+ offset += ((y & 0x01) >> 0) << 4;
+
+ _yPart = offset;
+ _yzPart = offset + _zPart;
+ }
+
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public void SetZ(int z)
+ {
+ int offset = (z >> _bdShift) * _sliceSize;
+
+ offset += ((z & _bdMask) * GobSize) << _bhShift;
+
+ _zPart = offset;
+ _yzPart = offset + _yPart;
+ }
+
+ /// <summary>
+ /// Optimized conversion for line offset in bytes to an absolute offset. Input x must be divisible by 16.
+ /// </summary>
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public int GetOffsetWithLineOffset16(int x)
+ {
+ int offset = (x / GobStride) << _xShift;
+
+ offset += ((x & 0x3f) >> 5) << 8;
+ offset += ((x & 0x1f) >> 4) << 5;
+
+ return offset + _yzPart;
+ }
+
+ /// <summary>
+ /// Optimized conversion for line offset in bytes to an absolute offset. Input x must be divisible by 64.
+ /// </summary>
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public int GetOffsetWithLineOffset64(int x)
+ {
+ int offset = (x / GobStride) << _xShift;
+
+ return offset + _yzPart;
+ }
+
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public int GetOffset(int x)
+ {
+ x <<= _bppShift;
+ int offset = (x / GobStride) << _xShift;
+
+ offset += ((x & 0x3f) >> 5) << 8;
+ offset += ((x & 0x1f) >> 4) << 5;
+ offset += (x & 0x0f);
+
+ return offset + _yzPart;
+ }
}
} \ No newline at end of file