Texture Cache Util: Fix block depth adjustment on slices.
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@ -123,7 +123,9 @@ template <u32 GOB_EXTENT>
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return {
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return {
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.width = AdjustMipBlockSize<GOB_SIZE_X>(num_tiles.width, block_size.width, level),
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.width = AdjustMipBlockSize<GOB_SIZE_X>(num_tiles.width, block_size.width, level),
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.height = AdjustMipBlockSize<GOB_SIZE_Y>(num_tiles.height, block_size.height, level),
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.height = AdjustMipBlockSize<GOB_SIZE_Y>(num_tiles.height, block_size.height, level),
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.depth = AdjustMipBlockSize<GOB_SIZE_Z>(num_tiles.depth, block_size.depth, level),
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.depth = level == 0
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? block_size.depth
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: AdjustMipBlockSize<GOB_SIZE_Z>(num_tiles.depth, block_size.depth, level),
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};
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};
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}
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}
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@ -165,6 +167,13 @@ template <u32 GOB_EXTENT>
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}
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}
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[[nodiscard]] constexpr Extent3D TileShift(const LevelInfo& info, u32 level) {
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[[nodiscard]] constexpr Extent3D TileShift(const LevelInfo& info, u32 level) {
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if (level == 0) {
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return Extent3D{
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.width = info.block.width,
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.height = info.block.height,
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.depth = info.block.depth,
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};
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}
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const Extent3D blocks = NumLevelBlocks(info, level);
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const Extent3D blocks = NumLevelBlocks(info, level);
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return Extent3D{
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return Extent3D{
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.width = AdjustTileSize(info.block.width, GOB_SIZE_X, blocks.width),
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.width = AdjustTileSize(info.block.width, GOB_SIZE_X, blocks.width),
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@ -1288,7 +1297,9 @@ u32 MapSizeBytes(const ImageBase& image) {
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static_assert(CalculateLevelSize(LevelInfo{{1920, 1080, 1}, {0, 2, 0}, {1, 1}, 2, 0}, 0) ==
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static_assert(CalculateLevelSize(LevelInfo{{1920, 1080, 1}, {0, 2, 0}, {1, 1}, 2, 0}, 0) ==
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0x7f8000);
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0x7f8000);
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static_assert(CalculateLevelSize(LevelInfo{{32, 32, 1}, {0, 0, 4}, {1, 1}, 4, 0}, 0) == 0x4000);
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static_assert(CalculateLevelSize(LevelInfo{{32, 32, 1}, {0, 0, 4}, {1, 1}, 4, 0}, 0) == 0x40000);
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static_assert(CalculateLevelSize(LevelInfo{{128, 8, 1}, {0, 4, 0}, {1, 1}, 4, 0}, 0) == 0x40000);
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static_assert(CalculateLevelOffset(PixelFormat::R8_SINT, {1920, 1080, 1}, {0, 2, 0}, 0, 7) ==
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static_assert(CalculateLevelOffset(PixelFormat::R8_SINT, {1920, 1080, 1}, {0, 2, 0}, 0, 7) ==
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0x2afc00);
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0x2afc00);
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