259 lines
14 KiB
C++
259 lines
14 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2018 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_GPU_TEXTURE_UTIL_H_
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#define XENIA_GPU_TEXTURE_UTIL_H_
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#include <algorithm>
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#include "xenia/base/math.h"
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#include "xenia/gpu/texture_info.h"
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#include "xenia/gpu/xenos.h"
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namespace xe {
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namespace gpu {
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namespace texture_util {
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// This namespace replaces texture_extent and most of texture_info for
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// simplicity.
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// Extracts the size from the fetch constant, and also cleans up addresses and
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// mip range based on real presence of the base level and mips. Returns 6 faces
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// for cube textures.
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void GetSubresourcesFromFetchConstant(
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const xenos::xe_gpu_texture_fetch_t& fetch, uint32_t* width_minus_1_out,
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uint32_t* height_minus_1_out, uint32_t* depth_or_array_size_minus_1_out,
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uint32_t* base_page_out, uint32_t* mip_page_out,
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uint32_t* mip_min_level_out, uint32_t* mip_max_level_out,
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xenos::TextureFilter sampler_mip_filter =
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xenos::TextureFilter::kUseFetchConst);
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// Gets the number of the mipmap level where the packed mips are stored.
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inline uint32_t GetPackedMipLevel(uint32_t width, uint32_t height) {
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uint32_t log2_size = xe::log2_ceil(std::min(width, height));
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return log2_size > 4 ? log2_size - 4 : 0;
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}
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// Gets the offset of the mipmap within the tail in blocks, or zeros (and
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// returns false) if the mip level is not packed. Width, height and depth are in
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// texels. For non-3D textures, set depth to 1.
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// The offset is always within the dimensions of the image rounded to 32.
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bool GetPackedMipOffset(uint32_t width, uint32_t height, uint32_t depth,
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xenos::TextureFormat format, uint32_t mip,
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uint32_t& x_blocks, uint32_t& y_blocks,
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uint32_t& z_blocks);
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// Both tiled and linear textures, as it appears from Direct3D 9 texture
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// alignment disassembly (where the parameter indicating whether the texture is
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// tiled only has effect on aligning the width to max(256 / block size, 32)
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// rather than 32), are stored as tiles of 32x1x1 (for 1D), 32x32x1 (for 2D), or
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// 32x32x4 (for 3D) texels (or compression blocks for compressed textures) for
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// the purpose of calculation of the distance between subresources like array
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// slices, and between depth slices (especially for linear textures).
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//
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// Textures have the base level (level 0) stored under their base_address, and
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// mip levels (starting from 1) stored under their mip_address. There are
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// differences in how texture data is stored under base_address and mip_address:
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// - The base level uses the row pitch (specified in texels divided by 32 - thus
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// implies 32-block alignment for both uncompressed and compressed textures)
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// stored in the fetch constant, and height aligned to 32 blocks for Z slice
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// and array layer stride calculation purposes. The pitch can be different
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// from the actual width - an example is 584109FF, using 1408 pitch for a
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// 1280x menu background).
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// - The mip levels use `max(next_pow2(width or height in texels) >> level, 1)`
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// aligned to 32 blocks for the same purpose, likely disregarding the pitch
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// from the fetch constant.
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//
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// There is also mip tail packing if the fetch constant specifies that packed
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// mips are enabled, for both tiled and linear textures (545407E0 uses linear
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// DXT-compressed textures with packed mips very extensively for the game world
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// materials). In this case, mips with width or height of 16 or smaller are
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// stored not individually, but instead, in 32-texel (note: not 32-block - mip
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// tail calculations are done with texel units; but 32-block padding can only be
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// bigger than 32-texel padding for compressed textures) padding of the last
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// level before the packed one.
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//
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// Note that the mip tail can be used both for the base level and mips (1...) if
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// the entire texture has width or height of 16 or smaller. Therefore, both the
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// base and the mips would be loaded from a mip tail that would be stored like
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// the level 0 of the texture. But, in this case, under base_address and
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// mip_address there are two separate mip tails, and the former likely uses the
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// pitch from the fetch constant and no power of two size rounding, while for
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// the latter the strides are likely calculated like for usual mips. The same
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// applies to 17...32 texture sizes, though in this case the base is not packed
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// tail, but the mips are still packed within an image that's stored like the
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// level 0 of the texture. So, "storage level 0" is an ambiguous concept - host
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// texture loading code should distinguish between "base level 0" and "mip tail
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// for the mips 1... stored like level 0" and load the actual host level 0 from
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// base_address, with all the base addressing properties, and host levels 1...
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// from mip_address, with all the mips addressing properties. The base level
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// being packed is evident from the function that tiles textures in game
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// disassembly, which only checks the flag whether the data is packed passed to
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// it, not the level, to see if it needs to calculate the offset in the mip
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// tail, and the offset calculation function doesn't have level == 0 checks in
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// it, only early-out if level < packed tail level (which can be 0). There are
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// examples of textures with packed base, for example, in the intro level of
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// 545407E0 (8x8 linear DXT1 - pairs of orange lights in the bottom of gambling
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// machines).
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//
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// Linear texture rows are aligned to 256 bytes, for both the base and the mips
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// (for the base, Direct3D 9 writes an already 256-byte-aligned pitch to the
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// fetch constant).
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//
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// However, all the 32x32x4 padding, being just padding, is not necessarily
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// being actually accessed, especially for linear textures. 4E4D083E has a
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// 1280x720 k_8_8_8_8 linear texture, and allocates memory for exactly 1280x720,
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// so aligning the height to 32 to 1280x736 results in access violations. So,
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// while for stride calculations all the padding must be respected, for actual
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// memory loads it's better to avoid trying to access it when possible:
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// - If the pitch is bigger than the width, it's better to calculate the last
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// row's length from the width rather than the pitch (this also possibly works
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// in the other direction though - pitch < width is a weird situation, but
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// probably legal, and may lead to reading data from beyond the calculated
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// subresource stride).
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// - For linear textures (like that 1280x720 example from 4E4D083E), it's easy
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// to calculate the exact memory extent that may be accessed knowing the
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// dimensions (unlike for tiled textures with complex addressing within
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// 32x32x4-block tiles), so there's no need to align them to 32x32x4 for
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// memory extent calculation.
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// - For the linear packed mip tail, the extent can be calculated as max of
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// (block offsets + block extents) of all levels stored in it.
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//
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// 1D textures are always linear and likely can't have packed mips (for `width >
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// height` textures, mip offset calculation may result in packing along Y).
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//
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// Array slices are stored within levels (this is different than how Direct3D
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// 10+ builds subresource indices, for instance). Each array slice or level is
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// aligned to 4 KB (but this doesn't apply to 3D texture slices within one
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// level).
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struct TextureGuestLayout {
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struct Level {
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// Distance between each row of blocks in bytes, including all the needed
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// power of two (for mips) and 256-byte (for linear textures) alignment.
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uint32_t row_pitch_bytes;
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// Distance between Z slices in block rows, aligned to power of two for
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// mips, and to tile height.
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uint32_t z_slice_stride_block_rows;
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// Distance between each array slice within the level in bytes, aligned to
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// kTextureSubresourceAlignmentBytes. The distance to the next level is this
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// multiplied by the array slice count.
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uint32_t array_slice_stride_bytes;
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// Estimated amount of memory this level occupies, and variables involved in
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// its calculation. Not aligned to kTextureSubresourceAlignmentBytes. For
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// tiled textures, this will be rounded to 32x32x4 blocks (or 32x32x1
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// depending on the dimension), but for the linear subresources, this may be
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// significantly (including less 4 KB pages) smaller than the aligned size
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// (like for 4E4D083E where aligning the height of a 1280x720 linear texture
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// results in access violations). For the linear mip tail, this includes all
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// the mip levels stored in it. If the width is bigger than the pitch, this
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// will also be taken into account for the last row so all memory actually
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// used by the texture will be loaded, and may be bigger than the distance
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// between array slices or levels. The purpose of this parameter is to make
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// the memory amount that needs to be resident as close to the real amount
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// as possible, to make sure all the needed data will be read, but also, if
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// possible, unneeded memory pages won't be accessed (since that may trigger
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// an access violation on the CPU).
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uint32_t x_extent_blocks;
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uint32_t y_extent_blocks;
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uint32_t z_extent;
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uint32_t array_slice_data_extent_bytes;
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// Including all array slices.
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uint32_t level_data_extent_bytes;
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};
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Level base;
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// If mip_max_level specified at calculation time is at least 1, the stored
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// mips are min(1, packed_mip_level) through min(mip_max_level,
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// packed_mip_level).
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Level mips[xenos::kTexture2DCubeMaxWidthHeightLog2 + 1];
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uint32_t mip_offsets_bytes[xenos::kTexture2DCubeMaxWidthHeightLog2 + 1];
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uint32_t mips_total_extent_bytes;
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uint32_t max_level;
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// UINT32_MAX if there's no packed mip tail.
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uint32_t packed_level;
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uint32_t array_size;
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};
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TextureGuestLayout GetGuestTextureLayout(
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xenos::DataDimension dimension, uint32_t base_pitch_texels_div_32,
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uint32_t width_texels, uint32_t height_texels, uint32_t depth_or_array_size,
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bool is_tiled, xenos::TextureFormat format, bool has_packed_levels,
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bool has_base, uint32_t max_level);
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// Returns the total size of memory the texture uses starting from its base and
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// mip addresses, in bytes (both are optional).
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void GetTextureTotalSize(xenos::DataDimension dimension,
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uint32_t base_pitch_texels_div_32,
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uint32_t width_texels, uint32_t height_texels,
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uint32_t depth_or_array_size, bool is_tiled,
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xenos::TextureFormat format, uint32_t mip_max_level,
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bool has_packed_mips, uint32_t* base_size_out,
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uint32_t* mip_size_out);
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// Notes about tiled addresses that can be useful for simplifying and optimizing
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// tiling/untiling:
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// - Offset2D(X * 32 + x, Y * 32 + y) ==
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// Offset2D(X * 32, Y * 32) + Offset2D(x, y)
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// (true for negative offsets too).
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// - Offset3D(X * 32 + x, Y * 32 + y, Z * 8 + z) ==
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// Offset3D(X * 32, Y * 32, Z * 8) + Offset3D(x, y, z)
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// (true for negative offsets too).
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// - 2D 32x32 tiles are laid out linearly.
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// - 3D tiled texture slices 0:3 and 4:7 are stored separately in memory, in
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// non-overlapping ranges, but addressing in 4:7 is different than in 0:3.
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// - Addressing of blocks that are contiguous along X (for tiling/untiling of
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// larger portions at once):
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// - 1bpb - each 8 blocks are laid out sequentially, odd 8 blocks =
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// even 8 blocks + 64 bytes (two R32G32_UINT tiled accesses for one
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// R32G32B32A32_UINT linear access).
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// - 2bpb, 4bpb, 8bpb, 16bpb - each 16 bytes contain blocks laid out
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// sequentially (can tile/untile in R32G32B32A32_UINT portions).
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// - 2bpb - odd 8 blocks = even 8 blocks + 64 bytes.
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// - 4bpb - odd 4 blocks = even 4 blocks + 32 bytes.
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// - 8bpb - odd 2 blocks = even 2 blocks + 32 bytes.
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// - 16bpb - odd block = even block + 32 bytes.
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// - Resolve granularity for both offset and size is 8x8 pixels - see
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// xenos::kResolveAlignmentPixels. So, multiple pixels can still be loaded and
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// stored when resolving, taking the contiguous storage patterns described
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// above into account.
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// bytes_per_block_log2 is log2_floor according to how Direct3D 9 calculates it,
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// but k_32_32_32 textures are never tiled anyway likely.
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int32_t GetTiledOffset2D(int32_t x, int32_t y, uint32_t pitch,
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uint32_t bytes_per_block_log2);
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int32_t GetTiledOffset3D(int32_t x, int32_t y, int32_t z, uint32_t pitch,
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uint32_t height, uint32_t bytes_per_block_log2);
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// Returns four packed TextureSign values swizzled according to the swizzle in
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// the fetch constant, so the shader can apply TextureSigns after reading a
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// pre-swizzled texture. 0/1 elements are considered unsigned (and not biased),
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// however, if all non-constant components are signed, 0/1 are considered signed
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// too (because in backends, unsigned and signed textures may use separate host
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// textures with different formats, so just one is used for both signed and
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// constant components).
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uint8_t SwizzleSigns(const xenos::xe_gpu_texture_fetch_t& fetch);
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constexpr bool IsAnySignNotSigned(uint8_t packed_signs) {
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return packed_signs != uint32_t(xenos::TextureSign::kSigned) * 0b01010101;
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}
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constexpr bool IsAnySignSigned(uint8_t packed_signs) {
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// Make signed 00 - check if all are 01, 10 or 11.
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uint32_t xor_signed =
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packed_signs ^ (uint32_t(xenos::TextureSign::kSigned) * 0b01010101);
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return ((xor_signed | (xor_signed >> 1)) & 0b01010101) != 0b01010101;
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}
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} // namespace texture_util
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_TEXTURE_UTIL_H_
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