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