Implement 3D Texture Swizzling

The Maxwell GPU supports 3D textures which are tiled with the block-linear layout which didn't handle swizzling 3D textures correctly till now. This commit addresses that by implementing proper swizzling for 3D textures. Titles such as Cluster Truck and Super Mario Odyssey utilize 3D textures alongside a vast majority of other titles.
This commit is contained in:
PixelyIon 2022-05-11 05:24:06 +05:30
parent 601d67e369
commit 588b4529ee

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@ -13,15 +13,15 @@ namespace skyline::gpu::texture {
constexpr u8 GobHeight{8}; // The height of a GOB in lines constexpr u8 GobHeight{8}; // The height of a GOB in lines
inline size_t GetBlockLinearLayerSize(const GuestTexture &guest) { inline size_t GetBlockLinearLayerSize(const GuestTexture &guest) {
u32 blockHeight{guest.tileConfig.blockHeight}; //!< The height of the blocks in GOBs u32 blockBytes{util::AlignUp((guest.dimensions.width / guest.format->blockWidth) * guest.format->bpb, GobWidth)}; //!< The amount of bytes in a single block
u32 robHeight{GobHeight * blockHeight}; //!< The height of a single ROB (Row of Blocks) in lines
u32 robHeight{GobHeight * static_cast<u32>(guest.tileConfig.blockHeight)}; //!< The height of a single ROB (Row of Blocks) in lines
u32 surfaceHeightLines{util::DivideCeil(guest.dimensions.height, u32{guest.format->blockHeight})}; //!< The height of the surface in lines u32 surfaceHeightLines{util::DivideCeil(guest.dimensions.height, u32{guest.format->blockHeight})}; //!< The height of the surface in lines
u32 surfaceHeightRobs{util::DivideCeil(surfaceHeightLines, robHeight)}; //!< The height of the surface in ROBs (Row Of Blocks, incl. padding ROB) u32 surfaceHeightRobs{util::DivideCeil(surfaceHeightLines, robHeight)}; //!< The height of the surface in ROBs (Row Of Blocks, incl. padding ROB)
u32 robWidthBytes{util::AlignUp((guest.dimensions.width / guest.format->blockWidth) * guest.format->bpb, GobWidth)}; //!< The width of a ROB in bytes u32 robDepth{util::AlignUp(guest.dimensions.depth, guest.tileConfig.blockDepth)}; //!< The depth of the surface in slices, aligned to include padding Z-axis GOBs
u32 robWidthBlocks{robWidthBytes / GobWidth}; //!< The width of a ROB in blocks (and GOBs because block width == 1 on the Tegra X1, incl. padding block)
return robWidthBytes * robHeight * surfaceHeightRobs; return blockBytes * robHeight * surfaceHeightRobs * robDepth;
} }
/** /**
@ -29,26 +29,32 @@ namespace skyline::gpu::texture {
*/ */
template<typename CopyFunction> template<typename CopyFunction>
void CopyBlockLinearInternal(const GuestTexture &guest, u8 *blockLinear, u8 *linear, CopyFunction copyFunction) { void CopyBlockLinearInternal(const GuestTexture &guest, u8 *blockLinear, u8 *linear, CopyFunction copyFunction) {
u32 formatBpb{guest.format->bpb};
u32 robWidthUnalignedBytes{(guest.dimensions.width / guest.format->blockWidth) * formatBpb};
u32 robWidthBytes{util::AlignUp(robWidthUnalignedBytes, GobWidth)};
u32 robWidthBlocks{robWidthUnalignedBytes / GobWidth};
u32 blockHeight{guest.tileConfig.blockHeight}; u32 blockHeight{guest.tileConfig.blockHeight};
u32 robHeight{GobHeight * blockHeight}; u32 robHeight{GobHeight * blockHeight};
u32 surfaceHeightLines{guest.dimensions.height / guest.format->blockHeight}; u32 surfaceHeightLines{guest.dimensions.height / guest.format->blockHeight};
u32 surfaceHeightRobs{surfaceHeightLines / robHeight}; //!< The height of the surface in ROBs excluding padding ROBs u32 surfaceHeightRobs{surfaceHeightLines / robHeight}; //!< The height of the surface in ROBs excluding padding ROBs
u32 formatBpb{guest.format->bpb}; u32 blockDepth{std::min(guest.dimensions.depth, static_cast<u32>(guest.tileConfig.blockDepth))};
u32 robWidthUnalignedBytes{(guest.dimensions.width / guest.format->blockWidth) * formatBpb}; u32 blockPaddingZ{SectorWidth * SectorHeight * blockHeight * (guest.tileConfig.blockDepth - blockDepth)};
u32 robWidthBytes{util::AlignUp(robWidthUnalignedBytes, GobWidth)};
u32 robWidthBlocks{robWidthUnalignedBytes / GobWidth};
bool hasPaddingBlock{robWidthUnalignedBytes != robWidthBytes}; bool hasPaddingBlock{robWidthUnalignedBytes != robWidthBytes};
u32 blockPaddingOffset{hasPaddingBlock ? (GobWidth - (robWidthBytes - robWidthUnalignedBytes)) : 0}; u32 blockPaddingOffset{hasPaddingBlock ? (GobWidth - (robWidthBytes - robWidthUnalignedBytes)) : 0};
u32 robBytes{robWidthUnalignedBytes * robHeight}; u32 robBytes{robWidthUnalignedBytes * robHeight};
u32 gobYOffset{robWidthUnalignedBytes * GobHeight}; u32 gobYOffset{robWidthUnalignedBytes * GobHeight};
u32 gobZOffset{robWidthUnalignedBytes * surfaceHeightLines};
u8 *sector{blockLinear}; u8 *sector{blockLinear};
auto deswizzleRob{[&](u8 *linearRob, auto isLastRob, u32 blockPaddingY = 0, u32 blockExtentY = 0) { auto deswizzleRob{[&](u8 *linearRob, auto isLastRob, u32 blockPaddingY = 0, u32 blockExtentY = 0) {
auto deswizzleBlock{[&](u8 *linearBlock, auto copySector) __attribute__((always_inline)) { auto deswizzleBlock{[&](u8 *linearBlock, auto copySector) __attribute__((always_inline)) {
for (u32 gobZ{}; gobZ < blockDepth; gobZ++) { // Every Block contains `blockDepth` Z-axis GOBs (Slices)
u8 *linearGob{linearBlock};
for (u32 gobY{}; gobY < blockHeight; gobY++) { // Every Block contains `blockHeight` Y-axis GOBs for (u32 gobY{}; gobY < blockHeight; gobY++) { // Every Block contains `blockHeight` Y-axis GOBs
#pragma clang loop unroll_count(32) #pragma clang loop unroll_count(32)
for (u32 index{}; index < SectorWidth * SectorHeight; index++) { // Every Y-axis GOB contains `sectorWidth * sectorHeight` sectors for (u32 index{}; index < SectorWidth * SectorHeight; index++) { // Every Y-axis GOB contains `sectorWidth * sectorHeight` sectors
@ -56,17 +62,22 @@ namespace skyline::gpu::texture {
u32 yT{((index >> 1) & 0b110) | (index & 0b1)}; // Morton-Swizzle on the Y-axis u32 yT{((index >> 1) & 0b110) | (index & 0b1)}; // Morton-Swizzle on the Y-axis
if constexpr (!isLastRob) { if constexpr (!isLastRob) {
copySector(linearBlock + (yT * robWidthUnalignedBytes) + xT, xT); copySector(linearGob + (yT * robWidthUnalignedBytes) + xT, xT);
} else { } else {
if (gobY != blockHeight - 1 || yT < blockExtentY) if (gobY != blockHeight - 1 || yT < blockExtentY)
copySector(linearBlock + (yT * robWidthUnalignedBytes) + xT, xT); copySector(linearGob + (yT * robWidthUnalignedBytes) + xT, xT);
else else
sector += SectorWidth; sector += SectorWidth;
} }
} }
linearBlock += gobYOffset; // Increment the linear GOB to the next Y-axis GOB linearGob += gobYOffset; // Increment the linear GOB to the next Y-axis GOB
} }
linearBlock += gobZOffset; // Increment the linear block to the next Z-axis GOB
}
sector += blockPaddingZ; // Skip over any padding Z-axis GOBs
}}; }};
for (u32 block{}; block < robWidthBlocks; block++) { // Every ROB contains `surfaceWidthBlocks` blocks (excl. padding block) for (u32 block{}; block < robWidthBlocks; block++) { // Every ROB contains `surfaceWidthBlocks` blocks (excl. padding block)
@ -95,7 +106,7 @@ namespace skyline::gpu::texture {
u8 *linearRob{linear}; u8 *linearRob{linear};
for (u32 rob{}; rob < surfaceHeightRobs; rob++) { // Every Surface contains `surfaceHeightRobs` ROBs (excl. padding ROB) for (u32 rob{}; rob < surfaceHeightRobs; rob++) { // Every Surface contains `surfaceHeightRobs` ROBs (excl. padding ROB)
deswizzleRob(linearRob, std::false_type{}); deswizzleRob(linearRob, std::false_type{});
linearRob += robBytes; // Increment the linear block to the next ROB linearRob += robBytes; // Increment the linear ROB to the next ROB
} }
if (surfaceHeightLines % robHeight != 0) { if (surfaceHeightLines % robHeight != 0) {