[D3D12] 32bpb and 128bpb untiling, fix 3D tiled offset
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@@ -5,13 +5,13 @@
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// consecutive blocks along X.
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// https://github.com/gildor2/UModel/blob/de8fbd3bc922427ea056b7340202dcdcc19ccff5/Unreal/UnTexture.cpp#L495
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uint4 XeTextureTiledOffset2D(uint2 p, uint width, uint log2_bpb) {
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uint4 XeTextureTiledOffset2D(uint2 p, uint width, uint bpb_log2) {
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uint4 x4 = uint4(0u, 1u, 2u, 3u) + p.xxxx;
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// Top bits of coordinates.
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uint4 macro =
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((x4 >> 5u) + (p.y >> 5u) * ((width + 31u) >> 5u)) << (log2_bpb + 7u);
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((x4 >> 5u) + (p.y >> 5u) * ((width + 31u) >> 5u)) << (bpb_log2 + 7u);
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// Lower bits of coordinates (result is 6-bit value).
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uint4 micro = ((x4 & 7u) + ((p.y & 0xEu) << 2u)) << log2_bpb;
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uint4 micro = ((x4 & 7u) + ((p.y & 0xEu) << 2u)) << bpb_log2;
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// Mix micro/macro + add few remaining x/y bits.
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uint4 offset =
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macro + ((micro & ~0xFu) << 1u) + (micro & 0xFu) + ((p.y & 1u) << 4u);
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@@ -26,27 +26,27 @@ uint4 XeTextureTiledOffset2D(uint2 p, uint width, uint log2_bpb) {
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// Reverse-engineered from an executable.
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// The base/micro/macro names were chosen pretty much at random and don't have
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// the same meaning as in TiledOffset2D.
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uint4 XeTextureTiledOffset3D(uint3 p, uint2 width_height, uint log2_bpb) {
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uint4 XeTextureTiledOffset3D(uint3 p, uint2 width_height, uint bpb_log2) {
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uint4 x4 = uint4(0u, 1u, 2u, 3u) + p.xxxx;
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uint2 aligned_size = (width_height + 31u) & ~31u;
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uint base = ((p.z >> 2u) * ((aligned_size.x * aligned_size.y) >> 4u) +
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(p.y >> 4u)) * (aligned_size.x >> 5u);
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uint base = ((p.z >> 2u) * (aligned_size.y >> 4u) + (p.y >> 4u)) *
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(aligned_size.x >> 5u);
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uint4 micro = (((p.z >> 2u) + (p.y >> 3u)) & 1u).xxxx;
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micro += (((micro << 1u) + (x4 >> 3u)) & 3u) << 1u;
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uint4 macro = (((x4 & 7u) + ((p.y & 6u) << 2u)) << (log2_bpb + 6u)) >> 6u;
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macro = (((((((x4 >> 5u) + base) << (log2_bpb + 6u)) & 0xFFFFFFFu) << 1u) +
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uint4 macro = (((x4 & 7u) + ((p.y & 6u) << 2u)) << (bpb_log2 + 6u)) >> 6u;
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macro = (((((((x4 >> 5u) + base) << (bpb_log2 + 6u)) & 0xFFFFFFFu) << 1u) +
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(macro & ~15u)) << 1u) + (macro & 15u) +
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((p.z & 3u) << (log2_bpb + 6u)) + ((p.y & 1u) << 4u);
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((p.z & 3u) << (bpb_log2 + 6u)) + ((p.y & 1u) << 4u);
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return ((((((((macro >> 6u) & 7u) + ((micro & 1u) << 3u)) << 3u) +
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(micro & ~1u)) << 2u) + (macro & ~511u)) << 3u) + (macro & 63u);
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}
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uint XeTextureGuestLinearOffset(uint3 p, uint height, uint pitch, uint bpb) {
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return p.x * bpb + ((p.z * ((height + 31u) & ~31u) + pitch) * p.y);
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return p.x * bpb + (p.z * ((height + 31u) & ~31u) + p.y) * pitch;
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}
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uint XeTextureHostLinearOffset(uint3 p, uint height, uint pitch, uint bpb) {
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return p.x * bpb + ((p.z * height + pitch) * p.y);
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return p.x * bpb + (p.z * height + p.y) * pitch;
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}
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#endif // XENIA_GPU_D3D12_SHADERS_TEXTURE_ADDRESS_HLSLI_
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