Shorten the implementation of 3D swizzle to only 3 functions
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		| @@ -45,11 +45,11 @@ 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 |  * Instead of going gob by gob, we map the coordinates inside a block and manage from | ||||||
|  * those. Block_Width is assumed to be 1. |  * 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 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 y_end, const u32 z_end, const u32 tile_offset, | ||||||
|                            const u32 xy_block_size, const u32 layer_z, const u32 stride_x, |                          const u32 xy_block_size, const u32 layer_z, const u32 stride_x, | ||||||
|                            const u32 bytes_per_pixel, const u32 out_bytes_per_pixel) { |                          const u32 bytes_per_pixel, const u32 out_bytes_per_pixel) { | ||||||
|     std::array<u8*, 2> data_ptrs; |     std::array<u8*, 2> data_ptrs; | ||||||
|     u32 z_address = tile_offset; |     u32 z_address = tile_offset; | ||||||
|     const u32 gob_size_x = 64; |     const u32 gob_size_x = 64; | ||||||
| @@ -76,65 +76,16 @@ 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. |  * 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 |  * Instead of going gob by gob, we map the coordinates inside a block and manage from | ||||||
|  * those. Block_Width is assumed to be 1. |  * 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 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 y_end, const u32 z_end, const u32 tile_offset, | ||||||
|                         const u32 xy_block_size, const u32 layer_z, const u32 stride_x, |                       const u32 xy_block_size, const u32 layer_z, const u32 stride_x, | ||||||
|                         const u32 bytes_per_pixel, const u32 out_bytes_per_pixel) { |                       const u32 bytes_per_pixel, const u32 out_bytes_per_pixel) { | ||||||
|     std::array<u8*, 2> data_ptrs; |     std::array<u8*, 2> data_ptrs; | ||||||
|     u32 z_address = tile_offset; |     u32 z_address = tile_offset; | ||||||
|     const u32 x_startb = x_start * bytes_per_pixel; |     const u32 x_startb = x_start * bytes_per_pixel; | ||||||
| @@ -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. |  * 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, |  * 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, |  * 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: |  * Documentation for the memory layout and decoding can be found at: | ||||||
|  *  https://envytools.readthedocs.io/en/latest/hw/memory/g80-surface.html#blocklinear-surfaces |  *  https://envytools.readthedocs.io/en/latest/hw/memory/g80-surface.html#blocklinear-surfaces | ||||||
|  */ |  */ | ||||||
| void Fast3DSwizzledData(u8* swizzled_data, u8* unswizzled_data, const bool unswizzle, | template <bool fast> | ||||||
|                         const u32 width, const u32 height, const u32 depth, | void SwizzledData(u8* swizzled_data, u8* unswizzled_data, const bool unswizzle, const u32 width, | ||||||
|                         const u32 bytes_per_pixel, const u32 out_bytes_per_pixel, |                   const u32 height, const u32 depth, const u32 bytes_per_pixel, | ||||||
|                         const u32 block_height, const u32 block_depth) { |                   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); }; |     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 stride_x = width * out_bytes_per_pixel; | ||||||
|     const u32 layer_z = height * stride_x; |     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++) { |             for (u32 xb = 0; xb < blocks_on_x; xb++) { | ||||||
|                 const u32 x_start = xb * block_x_elements; |                 const u32 x_start = xb * block_x_elements; | ||||||
|                 const u32 x_end = std::min(width, x_start + 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) { | ||||||
|                                    z_start, x_end, y_end, z_end, tile_offset, xy_block_size, |                     FastProcessBlock(swizzled_data, unswizzled_data, unswizzle, x_start, y_start, | ||||||
|                                    layer_z, stride_x, bytes_per_pixel, out_bytes_per_pixel); |                                      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; |                 tile_offset += block_size; | ||||||
|             } |             } | ||||||
|         } |         } | ||||||
| @@ -218,11 +175,11 @@ void CopySwizzledData(u32 width, u32 height, u32 depth, u32 bytes_per_pixel, | |||||||
|                       u32 out_bytes_per_pixel, u8* swizzled_data, u8* unswizzled_data, |                       u32 out_bytes_per_pixel, u8* swizzled_data, u8* unswizzled_data, | ||||||
|                       bool unswizzle, u32 block_height, u32 block_depth) { |                       bool unswizzle, u32 block_height, u32 block_depth) { | ||||||
|     if (bytes_per_pixel % 3 != 0 && (width * bytes_per_pixel) % 16 == 0) { |     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); |                            bytes_per_pixel, out_bytes_per_pixel, block_height, block_depth); | ||||||
|     } else { |     } 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); |                             bytes_per_pixel, out_bytes_per_pixel, block_height, block_depth); | ||||||
|     } |     } | ||||||
| } | } | ||||||
|  |  | ||||||
|   | |||||||
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