Handle Y-axis GOB non-alignment for swizzling

Certain textures may be unaligned with a GOB's height of 8 lines, we already handle the case of being unaligned with a GOB's width of 64-bytes. This case occurs on titles such as SMO when going in-game.
This commit is contained in:
PixelyIon 2022-05-07 18:34:17 +05:30
parent c910e29168
commit e027555796

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@ -47,7 +47,7 @@ namespace skyline::gpu::texture {
u8 *sector{blockLinear};
auto deswizzleRob{[&](u8 *linearRob, u32 paddingY) {
auto deswizzleRob{[&](u8 *linearRob, auto isLastRob, u32 blockPaddingY = 0, u32 blockExtentY = 0) {
auto deswizzleBlock{[&](u8 *linearBlock, auto copySector) __attribute__((always_inline)) {
for (u32 gobY{}; gobY < blockHeight; gobY++) { // Every Block contains `blockHeight` Y-axis GOBs
#pragma clang loop unroll_count(32)
@ -55,7 +55,14 @@ namespace skyline::gpu::texture {
u32 xT{((index << 3) & 0b10000) | ((index << 1) & 0b100000)}; // Morton-Swizzle on the X-axis
u32 yT{((index >> 1) & 0b110) | (index & 0b1)}; // Morton-Swizzle on the Y-axis
copySector(linearBlock + (yT * robWidthUnalignedBytes) + xT, xT);
if constexpr (!isLastRob) {
copySector(linearBlock + (yT * robWidthUnalignedBytes) + xT, xT);
} else {
if (gobY != blockHeight - 1 || yT < blockExtentY)
copySector(linearBlock + (yT * robWidthUnalignedBytes) + xT, xT);
else
sector += SectorWidth;
}
}
linearBlock += gobYOffset; // Increment the linear GOB to the next Y-axis GOB
@ -63,12 +70,13 @@ namespace skyline::gpu::texture {
}};
for (u32 block{}; block < robWidthBlocks; block++) { // Every ROB contains `surfaceWidthBlocks` blocks (excl. padding block)
deswizzleBlock(linearRob, [&](u8 *linearSector, u32 xT) __attribute__((always_inline)) {
deswizzleBlock(linearRob, [&](u8 *linearSector, u32) __attribute__((always_inline)) {
copyFunction(linearSector, sector, SectorWidth);
sector += SectorWidth; // `sectorWidth` bytes are of sequential image data
});
sector += paddingY; // Skip over any padding at the end of this block
if constexpr (isLastRob)
sector += blockPaddingY; // Skip over any padding at the end of this block
linearRob += GobWidth; // Increment the linear block to the next block (As Block Width = 1 GOB Width)
}
@ -86,13 +94,14 @@ namespace skyline::gpu::texture {
u8 *linearRob{linear};
for (u32 rob{}; rob < surfaceHeightRobs; rob++) { // Every Surface contains `surfaceHeightRobs` ROBs (excl. padding ROB)
deswizzleRob(linearRob, 0);
deswizzleRob(linearRob, std::false_type{});
linearRob += robBytes; // Increment the linear block to the next ROB
}
if (surfaceHeightLines % robHeight != 0) {
blockHeight = (util::AlignUp(surfaceHeightLines, GobHeight) - (surfaceHeightRobs * robHeight)) / GobHeight; // Calculate the amount of Y GOBs which aren't padding
deswizzleRob(linearRob, (guest.tileConfig.blockHeight - blockHeight) * (SectorWidth * SectorWidth * SectorHeight));
u32 surfaceHeightLinesCeil{util::DivideCeil(guest.dimensions.height, u32{guest.format->blockHeight})};
deswizzleRob(linearRob, std::true_type{}, (guest.tileConfig.blockHeight - blockHeight) * (SectorWidth * SectorWidth * SectorHeight), surfaceHeightLinesCeil - util::AlignDown(surfaceHeightLinesCeil, GobHeight));
}
}