Пример #1
0
        /// <summary>
        /// Check if it's possible to create a view with the layout of the second texture information from the first.
        /// The layout information is composed of the Stride for linear textures, or GOB block size
        /// for block linear textures.
        /// </summary>
        /// <param name="lhs">Texture information of the texture view</param>
        /// <param name="rhs">Texture information of the texture view to compare against</param>
        /// <param name="level">Start level of the texture view, in relation with the first texture</param>
        /// <returns>True if the layout is compatible, false otherwise</returns>
        public static bool ViewLayoutCompatible(TextureInfo lhs, TextureInfo rhs, int level)
        {
            if (lhs.IsLinear != rhs.IsLinear)
            {
                return(false);
            }

            // For linear textures, gob block sizes are ignored.
            // For block linear textures, the stride is ignored.
            if (rhs.IsLinear)
            {
                int width  = Math.Max(1, lhs.Width >> level);
                int stride = width * lhs.FormatInfo.BytesPerPixel;
                stride = BitUtils.AlignUp(stride, 32);

                return(stride == rhs.Stride);
            }
            else
            {
                int height = Math.Max(1, lhs.Height >> level);
                int depth  = Math.Max(1, lhs.GetDepth() >> level);

                (int gobBlocksInY, int gobBlocksInZ) = SizeCalculator.GetMipGobBlockSizes(
                    height,
                    depth,
                    lhs.FormatInfo.BlockHeight,
                    lhs.GobBlocksInY,
                    lhs.GobBlocksInZ);

                return(gobBlocksInY == rhs.GobBlocksInY &&
                       gobBlocksInZ == rhs.GobBlocksInZ);
            }
        }
Пример #2
0
        /// <summary>
        /// Check if it's possible to create a view with the layout of the second texture information from the first.
        /// The layout information is composed of the Stride for linear textures, or GOB block size
        /// for block linear textures.
        /// </summary>
        /// <param name="lhs">Texture information of the texture view</param>
        /// <param name="rhs">Texture information of the texture view to compare against</param>
        /// <param name="lhsLevel">Start level of the texture view, in relation with the first texture</param>
        /// <param name="rhsLevel">Start level of the texture view, in relation with the second texture</param>
        /// <returns>True if the layout is compatible, false otherwise</returns>
        public static bool ViewLayoutCompatible(TextureInfo lhs, TextureInfo rhs, int lhsLevel, int rhsLevel)
        {
            if (lhs.IsLinear != rhs.IsLinear)
            {
                return(false);
            }

            // For linear textures, gob block sizes are ignored.
            // For block linear textures, the stride is ignored.
            if (rhs.IsLinear)
            {
                int lhsStride = Math.Max(1, lhs.Stride >> lhsLevel);
                lhsStride = BitUtils.AlignUp(lhsStride, Constants.StrideAlignment);

                int rhsStride = Math.Max(1, rhs.Stride >> rhsLevel);
                rhsStride = BitUtils.AlignUp(rhsStride, Constants.StrideAlignment);

                return(lhsStride == rhsStride);
            }
            else
            {
                int lhsHeight = Math.Max(1, lhs.Height >> lhsLevel);
                int lhsDepth  = Math.Max(1, lhs.GetDepth() >> lhsLevel);

                (int lhsGobBlocksInY, int lhsGobBlocksInZ) = SizeCalculator.GetMipGobBlockSizes(
                    lhsHeight,
                    lhsDepth,
                    lhs.FormatInfo.BlockHeight,
                    lhs.GobBlocksInY,
                    lhs.GobBlocksInZ);

                int rhsHeight = Math.Max(1, rhs.Height >> rhsLevel);
                int rhsDepth  = Math.Max(1, rhs.GetDepth() >> rhsLevel);

                (int rhsGobBlocksInY, int rhsGobBlocksInZ) = SizeCalculator.GetMipGobBlockSizes(
                    rhsHeight,
                    rhsDepth,
                    rhs.FormatInfo.BlockHeight,
                    rhs.GobBlocksInY,
                    rhs.GobBlocksInZ);

                return(lhsGobBlocksInY == rhsGobBlocksInY &&
                       lhsGobBlocksInZ == rhsGobBlocksInZ);
            }
        }
Пример #3
0
        /// <summary>
        /// Gets the aligned sizes of the specified texture information.
        /// The alignment depends on the texture layout and format bytes per pixel.
        /// </summary>
        /// <param name="info">Texture information to calculate the aligned size from</param>
        /// <param name="level">Mipmap level for texture views</param>
        /// <returns>The aligned texture size</returns>
        private static Size GetAlignedSize(TextureInfo info, int level = 0)
        {
            int width  = Math.Max(1, info.Width >> level);
            int height = Math.Max(1, info.Height >> level);

            if (info.IsLinear)
            {
                return(SizeCalculator.GetLinearAlignedSize(
                           width,
                           height,
                           info.FormatInfo.BlockWidth,
                           info.FormatInfo.BlockHeight,
                           info.FormatInfo.BytesPerPixel));
            }
            else
            {
                int depth = Math.Max(1, info.GetDepth() >> level);

                (int gobBlocksInY, int gobBlocksInZ) = SizeCalculator.GetMipGobBlockSizes(
                    height,
                    depth,
                    info.FormatInfo.BlockHeight,
                    info.GobBlocksInY,
                    info.GobBlocksInZ);

                return(SizeCalculator.GetBlockLinearAlignedSize(
                           width,
                           height,
                           depth,
                           info.FormatInfo.BlockWidth,
                           info.FormatInfo.BlockHeight,
                           info.FormatInfo.BytesPerPixel,
                           gobBlocksInY,
                           gobBlocksInZ,
                           info.GobBlocksInTileX));
            }
        }
Пример #4
0
        /// <summary>
        /// Gets texture information from a texture descriptor.
        /// </summary>
        /// <param name="descriptor">The texture descriptor</param>
        /// <param name="layerSize">Layer size for textures using a sub-range of mipmap levels, otherwise 0</param>
        /// <returns>The texture information</returns>
        private TextureInfo GetInfo(TextureDescriptor descriptor, out int layerSize)
        {
            int width         = descriptor.UnpackWidth();
            int height        = descriptor.UnpackHeight();
            int depthOrLayers = descriptor.UnpackDepth();
            int levels        = descriptor.UnpackLevels();

            TextureMsaaMode msaaMode = descriptor.UnpackTextureMsaaMode();

            int samplesInX = msaaMode.SamplesInX();
            int samplesInY = msaaMode.SamplesInY();

            int stride = descriptor.UnpackStride();

            TextureDescriptorType descriptorType = descriptor.UnpackTextureDescriptorType();

            bool isLinear = descriptorType == TextureDescriptorType.Linear;

            Target target = descriptor.UnpackTextureTarget().Convert((samplesInX | samplesInY) != 1);

            // We use 2D targets for 1D textures as that makes texture cache
            // management easier. We don't know the target for render target
            // and copies, so those would normally use 2D targets, which are
            // not compatible with 1D targets. By doing that we also allow those
            // to match when looking for compatible textures on the cache.
            if (target == Target.Texture1D)
            {
                target = Target.Texture2D;
                height = 1;
            }
            else if (target == Target.Texture1DArray)
            {
                target = Target.Texture2DArray;
                height = 1;
            }

            uint format = descriptor.UnpackFormat();
            bool srgb   = descriptor.UnpackSrgb();

            ulong gpuVa = descriptor.UnpackAddress();

            if (!FormatTable.TryGetTextureFormat(format, srgb, out FormatInfo formatInfo))
            {
                if (Context.MemoryManager.IsMapped(gpuVa) && (int)format > 0)
                {
                    Logger.Error?.Print(LogClass.Gpu, $"Invalid texture format 0x{format:X} (sRGB: {srgb}).");
                }

                formatInfo = FormatInfo.Default;
            }

            int gobBlocksInY = descriptor.UnpackGobBlocksInY();
            int gobBlocksInZ = descriptor.UnpackGobBlocksInZ();

            int gobBlocksInTileX = descriptor.UnpackGobBlocksInTileX();

            layerSize = 0;

            int minLod = descriptor.UnpackBaseLevel();
            int maxLod = descriptor.UnpackMaxLevelInclusive();

            // Linear textures don't support mipmaps, so we don't handle this case here.
            if ((minLod != 0 || maxLod + 1 != levels) && target != Target.TextureBuffer && !isLinear)
            {
                int depth  = TextureInfo.GetDepth(target, depthOrLayers);
                int layers = TextureInfo.GetLayers(target, depthOrLayers);

                SizeInfo sizeInfo = SizeCalculator.GetBlockLinearTextureSize(
                    width,
                    height,
                    depth,
                    levels,
                    layers,
                    formatInfo.BlockWidth,
                    formatInfo.BlockHeight,
                    formatInfo.BytesPerPixel,
                    gobBlocksInY,
                    gobBlocksInZ,
                    gobBlocksInTileX);

                layerSize = sizeInfo.LayerSize;

                if (minLod != 0 && minLod < levels)
                {
                    // If the base level is not zero, we additionally add the mip level offset
                    // to the address, this allows the texture manager to find the base level from the
                    // address if there is a overlapping texture on the cache that can contain the new texture.
                    gpuVa += (ulong)sizeInfo.GetMipOffset(minLod);

                    width  = Math.Max(1, width >> minLod);
                    height = Math.Max(1, height >> minLod);

                    if (target == Target.Texture3D)
                    {
                        depthOrLayers = Math.Max(1, depthOrLayers >> minLod);
                    }

                    (gobBlocksInY, gobBlocksInZ) = SizeCalculator.GetMipGobBlockSizes(height, depth, formatInfo.BlockHeight, gobBlocksInY, gobBlocksInZ);
                }

                levels = (maxLod - minLod) + 1;
            }

            SwizzleComponent swizzleR = descriptor.UnpackSwizzleR().Convert();
            SwizzleComponent swizzleG = descriptor.UnpackSwizzleG().Convert();
            SwizzleComponent swizzleB = descriptor.UnpackSwizzleB().Convert();
            SwizzleComponent swizzleA = descriptor.UnpackSwizzleA().Convert();

            DepthStencilMode depthStencilMode = GetDepthStencilMode(
                formatInfo.Format,
                swizzleR,
                swizzleG,
                swizzleB,
                swizzleA);

            if (formatInfo.Format.IsDepthOrStencil())
            {
                swizzleR = SwizzleComponent.Red;
                swizzleG = SwizzleComponent.Red;
                swizzleB = SwizzleComponent.Red;

                if (depthStencilMode == DepthStencilMode.Depth)
                {
                    swizzleA = SwizzleComponent.One;
                }
                else
                {
                    swizzleA = SwizzleComponent.Red;
                }
            }

            return(new TextureInfo(
                       gpuVa,
                       width,
                       height,
                       depthOrLayers,
                       levels,
                       samplesInX,
                       samplesInY,
                       stride,
                       isLinear,
                       gobBlocksInY,
                       gobBlocksInZ,
                       gobBlocksInTileX,
                       target,
                       formatInfo,
                       depthStencilMode,
                       swizzleR,
                       swizzleG,
                       swizzleB,
                       swizzleA));
        }