Example #1
0
        public OffsetCalculator(
            int width,
            int height,
            int stride,
            bool isLinear,
            int gobBlocksInY,
            int gobBlocksInZ,
            int bytesPerPixel)
        {
            _width         = width;
            _height        = height;
            _stride        = stride;
            _isLinear      = isLinear;
            _bytesPerPixel = bytesPerPixel;

            int wAlignment = GobStride / bytesPerPixel;

            int wAligned = BitUtils.AlignUp(width, wAlignment);

            if (!isLinear)
            {
                _layoutConverter = new BlockLinearLayout(
                    wAligned,
                    height,
                    gobBlocksInY,
                    gobBlocksInZ,
                    bytesPerPixel);
            }
        }
Example #2
0
 public bool LayoutMatches(BlockLinearLayout other)
 {
     return(_robSize == other._robSize &&
            _sliceSize == other._sliceSize &&
            _texBpp == other._texBpp &&
            _bhMask == other._bhMask &&
            _bdMask == other._bdMask);
 }
Example #3
0
        public static Span <byte> ConvertBlockLinearToLinear(
            int width,
            int height,
            int depth,
            int levels,
            int layers,
            int blockWidth,
            int blockHeight,
            int bytesPerPixel,
            int gobBlocksInY,
            int gobBlocksInZ,
            int gobBlocksInTileX,
            SizeInfo sizeInfo,
            ReadOnlySpan <byte> data)
        {
            int outSize = GetTextureSize(
                width,
                height,
                depth,
                levels,
                layers,
                blockWidth,
                blockHeight,
                bytesPerPixel);

            Span <byte> output = new byte[outSize];

            int outOffs = 0;

            int mipGobBlocksInY = gobBlocksInY;
            int mipGobBlocksInZ = gobBlocksInZ;

            int gobWidth  = (GobStride / bytesPerPixel) * gobBlocksInTileX;
            int gobHeight = gobBlocksInY * GobHeight;

            for (int level = 0; level < levels; level++)
            {
                int w = Math.Max(1, width >> level);
                int h = Math.Max(1, height >> level);
                int d = Math.Max(1, depth >> level);

                w = BitUtils.DivRoundUp(w, blockWidth);
                h = BitUtils.DivRoundUp(h, blockHeight);

                while (h <= (mipGobBlocksInY >> 1) * GobHeight && mipGobBlocksInY != 1)
                {
                    mipGobBlocksInY >>= 1;
                }

                while (d <= (mipGobBlocksInZ >> 1) && mipGobBlocksInZ != 1)
                {
                    mipGobBlocksInZ >>= 1;
                }

                int strideTrunc   = BitUtils.AlignDown(w * bytesPerPixel, 16);
                int strideTrunc64 = BitUtils.AlignDown(w * bytesPerPixel, 64);

                int xStart = strideTrunc / bytesPerPixel;

                int stride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);

                int outStrideGap = stride - w * bytesPerPixel;

                int alignment = gobWidth;

                if (d < gobBlocksInZ || w <= gobWidth || h <= gobHeight)
                {
                    alignment = GobStride / bytesPerPixel;
                }

                int wAligned = BitUtils.AlignUp(w, alignment);

                BlockLinearLayout layoutConverter = new BlockLinearLayout(
                    wAligned,
                    h,
                    mipGobBlocksInY,
                    mipGobBlocksInZ,
                    bytesPerPixel);

                unsafe bool Convert <T>(Span <byte> output, ReadOnlySpan <byte> data) where T : unmanaged
                {
                    fixed(byte *outputPtr = output, dataPtr = data)
                    {
                        byte *outPtr = outputPtr + outOffs;

                        for (int layer = 0; layer < layers; layer++)
                        {
                            byte *inBaseOffset = dataPtr + (layer * sizeInfo.LayerSize + sizeInfo.GetMipOffset(level));

                            for (int z = 0; z < d; z++)
                            {
                                layoutConverter.SetZ(z);
                                for (int y = 0; y < h; y++)
                                {
                                    layoutConverter.SetY(y);

                                    for (int x = 0; x < strideTrunc64; x += 64, outPtr += 64)
                                    {
                                        byte *offset  = inBaseOffset + layoutConverter.GetOffsetWithLineOffset64(x);
                                        byte *offset2 = offset + 0x20;
                                        byte *offset3 = offset + 0x100;
                                        byte *offset4 = offset + 0x120;

                                        Vector128 <byte> value  = *(Vector128 <byte> *)offset;
                                        Vector128 <byte> value2 = *(Vector128 <byte> *)offset2;
                                        Vector128 <byte> value3 = *(Vector128 <byte> *)offset3;
                                        Vector128 <byte> value4 = *(Vector128 <byte> *)offset4;

                                        *(Vector128 <byte> *)outPtr        = value;
                                        *(Vector128 <byte> *)(outPtr + 16) = value2;
                                        *(Vector128 <byte> *)(outPtr + 32) = value3;
                                        *(Vector128 <byte> *)(outPtr + 48) = value4;
                                    }

                                    for (int x = strideTrunc64; x < strideTrunc; x += 16, outPtr += 16)
                                    {
                                        byte *offset = inBaseOffset + layoutConverter.GetOffsetWithLineOffset16(x);

                                        *(Vector128 <byte> *)outPtr = *(Vector128 <byte> *)offset;
                                    }

                                    for (int x = xStart; x < w; x++, outPtr += bytesPerPixel)
                                    {
                                        byte *offset = inBaseOffset + layoutConverter.GetOffset(x);

                                        *(T *)outPtr = *(T *)offset;
                                    }

                                    outPtr += outStrideGap;
                                }
                            }
                        }
                        outOffs += stride * h * d * layers;
                    }

                    return(true);
                }

                bool _ = bytesPerPixel switch
                {
                    1 => Convert <byte>(output, data),
                    2 => Convert <ushort>(output, data),
                    4 => Convert <uint>(output, data),
                    8 => Convert <ulong>(output, data),
                    12 => Convert <Bpp12Pixel>(output, data),
                    16 => Convert <Vector128 <byte> >(output, data),
                    _ => throw new NotSupportedException($"Unable to convert ${bytesPerPixel} bpp pixel format.")
                };
            }
            return(output);
        }
Example #4
0
        public static void ConvertLinearToBlockLinear(
            Span <byte> dst,
            int width,
            int height,
            int stride,
            int bytesPerPixel,
            int gobBlocksInY,
            ReadOnlySpan <byte> data)
        {
            int gobHeight = gobBlocksInY * GobHeight;

            int strideTrunc   = BitUtils.AlignDown(width * bytesPerPixel, 16);
            int strideTrunc64 = BitUtils.AlignDown(width * bytesPerPixel, 64);

            int xStart = strideTrunc / bytesPerPixel;

            int inStrideGap = stride - width * bytesPerPixel;

            int alignment = GobStride / bytesPerPixel;

            int wAligned = BitUtils.AlignUp(width, alignment);

            BlockLinearLayout layoutConverter = new BlockLinearLayout(wAligned, height, gobBlocksInY, 1, bytesPerPixel);

            unsafe bool Convert <T>(Span <byte> output, ReadOnlySpan <byte> data) where T : unmanaged
            {
                fixed(byte *outputPtr = output, dataPtr = data)
                {
                    byte *inPtr = dataPtr;

                    for (int y = 0; y < height; y++)
                    {
                        layoutConverter.SetY(y);

                        for (int x = 0; x < strideTrunc64; x += 64, inPtr += 64)
                        {
                            byte *offset  = outputPtr + layoutConverter.GetOffsetWithLineOffset64(x);
                            byte *offset2 = offset + 0x20;
                            byte *offset3 = offset + 0x100;
                            byte *offset4 = offset + 0x120;

                            Vector128 <byte> value  = *(Vector128 <byte> *)inPtr;
                            Vector128 <byte> value2 = *(Vector128 <byte> *)(inPtr + 16);
                            Vector128 <byte> value3 = *(Vector128 <byte> *)(inPtr + 32);
                            Vector128 <byte> value4 = *(Vector128 <byte> *)(inPtr + 48);

                            *(Vector128 <byte> *)offset  = value;
                            *(Vector128 <byte> *)offset2 = value2;
                            *(Vector128 <byte> *)offset3 = value3;
                            *(Vector128 <byte> *)offset4 = value4;
                        }

                        for (int x = strideTrunc64; x < strideTrunc; x += 16, inPtr += 16)
                        {
                            byte *offset = outputPtr + layoutConverter.GetOffsetWithLineOffset16(x);

                            *(Vector128 <byte> *)offset = *(Vector128 <byte> *)inPtr;
                        }

                        for (int x = xStart; x < width; x++, inPtr += bytesPerPixel)
                        {
                            byte *offset = outputPtr + layoutConverter.GetOffset(x);

                            *(T *)offset = *(T *)inPtr;
                        }

                        inPtr += inStrideGap;
                    }
                }

                return(true);
            }

            bool _ = bytesPerPixel switch
            {
                1 => Convert <byte>(dst, data),
                2 => Convert <ushort>(dst, data),
                4 => Convert <uint>(dst, data),
                8 => Convert <ulong>(dst, data),
                12 => Convert <Bpp12Pixel>(dst, data),
                16 => Convert <Vector128 <byte> >(dst, data),
                _ => throw new NotSupportedException($"Unable to convert ${bytesPerPixel} bpp pixel format.")
            };
        }
Example #5
0
        public static Span <byte> ConvertLinearToBlockLinear(
            int width,
            int height,
            int depth,
            int levels,
            int layers,
            int blockWidth,
            int blockHeight,
            int bytesPerPixel,
            int gobBlocksInY,
            int gobBlocksInZ,
            int gobBlocksInTileX,
            SizeInfo sizeInfo,
            ReadOnlySpan <byte> data)
        {
            Span <byte> output = new byte[sizeInfo.TotalSize];

            int inOffs = 0;

            int mipGobBlocksInY = gobBlocksInY;
            int mipGobBlocksInZ = gobBlocksInZ;

            int gobWidth  = (GobStride / bytesPerPixel) * gobBlocksInTileX;
            int gobHeight = gobBlocksInY * GobHeight;

            for (int level = 0; level < levels; level++)
            {
                int w = Math.Max(1, width >> level);
                int h = Math.Max(1, height >> level);
                int d = Math.Max(1, depth >> level);

                w = BitUtils.DivRoundUp(w, blockWidth);
                h = BitUtils.DivRoundUp(h, blockHeight);

                while (h <= (mipGobBlocksInY >> 1) * GobHeight && mipGobBlocksInY != 1)
                {
                    mipGobBlocksInY >>= 1;
                }

                while (d <= (mipGobBlocksInZ >> 1) && mipGobBlocksInZ != 1)
                {
                    mipGobBlocksInZ >>= 1;
                }

                int stride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);

                int alignment = gobWidth;

                if (d < gobBlocksInZ || w <= gobWidth || h <= gobHeight)
                {
                    alignment = GobStride / bytesPerPixel;
                }

                int wAligned = BitUtils.AlignUp(w, alignment);

                BlockLinearLayout layoutConverter = new BlockLinearLayout(
                    wAligned,
                    h,
                    d,
                    mipGobBlocksInY,
                    mipGobBlocksInZ,
                    bytesPerPixel);

                for (int layer = 0; layer < layers; layer++)
                {
                    int outBaseOffset = layer * sizeInfo.LayerSize + sizeInfo.GetMipOffset(level);

                    for (int z = 0; z < d; z++)
                    {
                        for (int y = 0; y < h; y++)
                        {
                            for (int x = 0; x < w; x++)
                            {
                                int offset = outBaseOffset + layoutConverter.GetOffset(x, y, z);

                                Span <byte> dest = output.Slice(offset, bytesPerPixel);

                                data.Slice(inOffs + x * bytesPerPixel, bytesPerPixel).CopyTo(dest);
                            }

                            inOffs += stride;
                        }
                    }
                }
            }

            return(output);
        }
        public static Span <byte> ConvertBlockLinearToLinear(
            int width,
            int height,
            int depth,
            int levels,
            int layers,
            int blockWidth,
            int blockHeight,
            int bytesPerPixel,
            int gobBlocksInY,
            int gobBlocksInZ,
            int gobBlocksInTileX,
            SizeInfo sizeInfo,
            ReadOnlySpan <byte> data)
        {
            int outSize = GetTextureSize(
                width,
                height,
                depth,
                levels,
                layers,
                blockWidth,
                blockHeight,
                bytesPerPixel);

            Span <byte> output = new byte[outSize];

            int outOffs = 0;

            int wAlignment = gobBlocksInTileX * (GobStride / bytesPerPixel);

            int mipGobBlocksInY = gobBlocksInY;
            int mipGobBlocksInZ = gobBlocksInZ;

            for (int level = 0; level < levels; level++)
            {
                int w = Math.Max(1, width >> level);
                int h = Math.Max(1, height >> level);
                int d = Math.Max(1, depth >> level);

                w = BitUtils.DivRoundUp(w, blockWidth);
                h = BitUtils.DivRoundUp(h, blockHeight);

                while (h <= (mipGobBlocksInY >> 1) * GobHeight && mipGobBlocksInY != 1)
                {
                    mipGobBlocksInY >>= 1;
                }

                while (d <= (mipGobBlocksInZ >> 1) && mipGobBlocksInZ != 1)
                {
                    mipGobBlocksInZ >>= 1;
                }

                int strideTrunc = BitUtils.AlignDown(w * bytesPerPixel, 16);

                int xStart = strideTrunc / bytesPerPixel;

                int stride   = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
                int wAligned = BitUtils.AlignUp(w, wAlignment);

                BlockLinearLayout layoutConverter = new BlockLinearLayout(
                    wAligned,
                    h,
                    d,
                    mipGobBlocksInY,
                    mipGobBlocksInZ,
                    bytesPerPixel);

                for (int layer = 0; layer < layers; layer++)
                {
                    int inBaseOffset = layer * sizeInfo.LayerSize + sizeInfo.GetMipOffset(level);

                    for (int z = 0; z < d; z++)
                    {
                        for (int y = 0; y < h; y++)
                        {
                            for (int x = 0; x < strideTrunc; x += 16)
                            {
                                int offset = inBaseOffset + layoutConverter.GetOffsetWithLineOffset(x, y, z);

                                Span <byte> dest = output.Slice(outOffs + x, 16);

                                data.Slice(offset, 16).CopyTo(dest);
                            }

                            for (int x = xStart; x < w; x++)
                            {
                                int offset = inBaseOffset + layoutConverter.GetOffset(x, y, z);

                                Span <byte> dest = output.Slice(outOffs + x * bytesPerPixel, bytesPerPixel);

                                data.Slice(offset, bytesPerPixel).CopyTo(dest);
                            }

                            outOffs += stride;
                        }
                    }
                }
            }

            return(output);
        }