Optimized Morton
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		| @@ -8,17 +8,11 @@ | |||||||
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| namespace VideoCore { | namespace VideoCore { | ||||||
|  |  | ||||||
| /** | // 8x8 Z-Order coordinate from 2D coordinates | ||||||
|  * Interleave the lower 3 bits of each coordinate to get the intra-block offsets, which are |  | ||||||
|  * arranged in a Z-order curve. More details on the bit manipulation at: |  | ||||||
|  * https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/ |  | ||||||
|  */ |  | ||||||
| static inline u32 MortonInterleave(u32 x, u32 y) { | static inline u32 MortonInterleave(u32 x, u32 y) { | ||||||
|     u32 i = (x & 7) | ((y & 7) << 8); // ---- -210 |     static const u32 xlut[] = {0x00, 0x01, 0x04, 0x05, 0x10, 0x11, 0x14, 0x15}; | ||||||
|     i = (i ^ (i << 2)) & 0x1313;      // ---2 --10 |     static const u32 ylut[] = {0x00, 0x02, 0x08, 0x0a, 0x20, 0x22, 0x28, 0x2a}; | ||||||
|     i = (i ^ (i << 1)) & 0x1515;      // ---2 -1-0 |     return xlut[x % 8] + ylut[y % 8]; | ||||||
|     i = (i | (i >> 7)) & 0x3F; |  | ||||||
|     return i; |  | ||||||
| } | } | ||||||
|  |  | ||||||
| /** | /** | ||||||
|   | |||||||
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