2018-05-11 19:20:44 -04:00
|
|
|
using System;
|
|
|
|
|
NvServices refactoring (#120)
* Initial implementation of NvMap/NvHostCtrl
* More work on NvHostCtrl
* Refactoring of nvservices, move GPU Vmm, make Vmm per-process, refactor most gpu devices, move Gpu to Core, fix CbBind
* Implement GetGpuTime, support CancelSynchronization, fix issue on InsertWaitingMutex, proper double buffering support (again, not working properly for commercial games, only hb)
* Try to fix perf regression reading/writing textures, moved syncpts and events to a UserCtx class, delete global state when the process exits, other minor tweaks
* Remove now unused code, add comment about probably wrong result codes
2018-05-07 14:53:23 -04:00
|
|
|
namespace Ryujinx.Core.Gpu
|
2018-04-08 15:17:35 -04:00
|
|
|
{
|
|
|
|
class BlockLinearSwizzle : ISwizzle
|
|
|
|
{
|
|
|
|
private int BhShift;
|
|
|
|
private int BppShift;
|
|
|
|
private int BhMask;
|
|
|
|
|
|
|
|
private int XShift;
|
|
|
|
private int GobStride;
|
|
|
|
|
|
|
|
public BlockLinearSwizzle(int Width, int Bpp, int BlockHeight = 16)
|
|
|
|
{
|
|
|
|
BhMask = (BlockHeight * 8) - 1;
|
|
|
|
|
|
|
|
BhShift = CountLsbZeros(BlockHeight * 8);
|
|
|
|
BppShift = CountLsbZeros(Bpp);
|
|
|
|
|
2018-05-11 19:20:44 -04:00
|
|
|
int WidthInGobs = (int)MathF.Ceiling(Width * Bpp / 64f);
|
2018-04-08 15:17:35 -04:00
|
|
|
|
|
|
|
GobStride = 512 * BlockHeight * WidthInGobs;
|
|
|
|
|
|
|
|
XShift = CountLsbZeros(512 * BlockHeight);
|
|
|
|
}
|
|
|
|
|
|
|
|
private int CountLsbZeros(int Value)
|
|
|
|
{
|
|
|
|
int Count = 0;
|
|
|
|
|
|
|
|
while (((Value >> Count) & 1) == 0)
|
|
|
|
{
|
|
|
|
Count++;
|
|
|
|
}
|
|
|
|
|
|
|
|
return Count;
|
|
|
|
}
|
|
|
|
|
|
|
|
public int GetSwizzleOffset(int X, int Y)
|
|
|
|
{
|
|
|
|
X <<= BppShift;
|
|
|
|
|
|
|
|
int Position = (Y >> BhShift) * GobStride;
|
|
|
|
|
|
|
|
Position += (X >> 6) << XShift;
|
|
|
|
|
|
|
|
Position += ((Y & BhMask) >> 3) << 9;
|
|
|
|
|
|
|
|
Position += ((X & 0x3f) >> 5) << 8;
|
|
|
|
Position += ((Y & 0x07) >> 1) << 6;
|
|
|
|
Position += ((X & 0x1f) >> 4) << 5;
|
|
|
|
Position += ((Y & 0x01) >> 0) << 4;
|
|
|
|
Position += ((X & 0x0f) >> 0) << 0;
|
|
|
|
|
|
|
|
return Position;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|