ryujinx/Ryujinx.HLE/Gpu/Texture/BlockLinearSwizzle.cs
gdkchan e7559f128f
Small OpenGL Renderer refactoring (#177)
* Call OpenGL functions directly, remove the pfifo thread, some refactoring

* Fix PerformanceStatistics calculating the wrong host fps, remove wait event on PFIFO as this wasn't exactly was causing the freezes (may replace with an exception later)

* Organized the Gpu folder a bit more, renamed a few things, address PR feedback

* Make PerformanceStatistics thread safe

* Remove unused constant

* Use unlimited update rate for better pref
2018-06-23 21:39:25 -03:00

59 lines
1.4 KiB
C#

using System;
namespace Ryujinx.HLE.Gpu.Texture
{
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);
int WidthInGobs = (int)MathF.Ceiling(Width * Bpp / 64f);
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;
}
}
}