Do naming refactoring on Ryujinx.Graphics (#611)
* Renaming part 1 * Renaming part 2 * Renaming part 3 * Renaming part 4 * Renaming part 5 * Renaming part 6 * Renaming part 7 * Renaming part 8 * Renaming part 9 * Renaming part 10 * General cleanup * Thought I got all of these * Apply #595 * Additional renaming * Tweaks from feedback * Rename files
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125 changed files with 9121 additions and 9120 deletions
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@ -10,98 +10,98 @@ namespace Ryujinx.Graphics.Texture
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private const int GobSize = GobWidth * GobHeight;
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private int TexWidth;
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private int TexHeight;
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private int TexDepth;
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private int TexGobBlockHeight;
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private int TexGobBlockDepth;
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private int TexBpp;
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private int _texWidth;
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private int _texHeight;
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private int _texDepth;
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private int _texGobBlockHeight;
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private int _texGobBlockDepth;
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private int _texBpp;
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private int BhMask;
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private int BdMask;
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private int _bhMask;
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private int _bdMask;
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private int BhShift;
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private int BdShift;
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private int BppShift;
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private int _bhShift;
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private int _bdShift;
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private int _bppShift;
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private int XShift;
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private int _xShift;
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private int RobSize;
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private int SliceSize;
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private int _robSize;
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private int _sliceSize;
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private int BaseOffset;
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private int _baseOffset;
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public BlockLinearSwizzle(
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int Width,
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int Height,
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int Depth,
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int GobBlockHeight,
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int GobBlockDepth,
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int Bpp)
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int width,
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int height,
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int depth,
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int gobBlockHeight,
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int gobBlockDepth,
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int bpp)
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{
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TexWidth = Width;
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TexHeight = Height;
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TexDepth = Depth;
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TexGobBlockHeight = GobBlockHeight;
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TexGobBlockDepth = GobBlockDepth;
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TexBpp = Bpp;
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_texWidth = width;
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_texHeight = height;
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_texDepth = depth;
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_texGobBlockHeight = gobBlockHeight;
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_texGobBlockDepth = gobBlockDepth;
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_texBpp = bpp;
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BppShift = BitUtils.CountTrailingZeros32(Bpp);
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_bppShift = BitUtils.CountTrailingZeros32(bpp);
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SetMipLevel(0);
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}
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public void SetMipLevel(int Level)
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public void SetMipLevel(int level)
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{
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BaseOffset = GetMipOffset(Level);
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_baseOffset = GetMipOffset(level);
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int Width = Math.Max(1, TexWidth >> Level);
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int Height = Math.Max(1, TexHeight >> Level);
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int Depth = Math.Max(1, TexDepth >> Level);
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int width = Math.Max(1, _texWidth >> level);
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int height = Math.Max(1, _texHeight >> level);
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int depth = Math.Max(1, _texDepth >> level);
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GobBlockSizes GbSizes = AdjustGobBlockSizes(Height, Depth);
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GobBlockSizes gbSizes = AdjustGobBlockSizes(height, depth);
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BhMask = GbSizes.Height - 1;
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BdMask = GbSizes.Depth - 1;
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_bhMask = gbSizes.Height - 1;
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_bdMask = gbSizes.Depth - 1;
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BhShift = BitUtils.CountTrailingZeros32(GbSizes.Height);
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BdShift = BitUtils.CountTrailingZeros32(GbSizes.Depth);
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_bhShift = BitUtils.CountTrailingZeros32(gbSizes.Height);
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_bdShift = BitUtils.CountTrailingZeros32(gbSizes.Depth);
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XShift = BitUtils.CountTrailingZeros32(GobSize * GbSizes.Height * GbSizes.Depth);
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_xShift = BitUtils.CountTrailingZeros32(GobSize * gbSizes.Height * gbSizes.Depth);
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RobAndSliceSizes GsSizes = GetRobAndSliceSizes(Width, Height, GbSizes);
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RobAndSliceSizes gsSizes = GetRobAndSliceSizes(width, height, gbSizes);
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RobSize = GsSizes.RobSize;
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SliceSize = GsSizes.SliceSize;
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_robSize = gsSizes.RobSize;
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_sliceSize = gsSizes.SliceSize;
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}
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public int GetImageSize(int MipsCount)
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public int GetImageSize(int mipsCount)
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{
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int Size = GetMipOffset(MipsCount);
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int size = GetMipOffset(mipsCount);
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Size = (Size + 0x1fff) & ~0x1fff;
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size = (size + 0x1fff) & ~0x1fff;
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return Size;
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return size;
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}
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public int GetMipOffset(int Level)
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public int GetMipOffset(int level)
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{
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int TotalSize = 0;
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int totalSize = 0;
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for (int Index = 0; Index < Level; Index++)
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for (int index = 0; index < level; index++)
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{
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int Width = Math.Max(1, TexWidth >> Index);
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int Height = Math.Max(1, TexHeight >> Index);
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int Depth = Math.Max(1, TexDepth >> Index);
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int width = Math.Max(1, _texWidth >> index);
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int height = Math.Max(1, _texHeight >> index);
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int depth = Math.Max(1, _texDepth >> index);
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GobBlockSizes GbSizes = AdjustGobBlockSizes(Height, Depth);
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GobBlockSizes gbSizes = AdjustGobBlockSizes(height, depth);
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RobAndSliceSizes RsSizes = GetRobAndSliceSizes(Width, Height, GbSizes);
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RobAndSliceSizes rsSizes = GetRobAndSliceSizes(width, height, gbSizes);
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TotalSize += BitUtils.DivRoundUp(Depth, GbSizes.Depth) * RsSizes.SliceSize;
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totalSize += BitUtils.DivRoundUp(depth, gbSizes.Depth) * rsSizes.SliceSize;
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}
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return TotalSize;
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return totalSize;
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}
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private struct GobBlockSizes
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@ -109,32 +109,32 @@ namespace Ryujinx.Graphics.Texture
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public int Height;
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public int Depth;
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public GobBlockSizes(int GobBlockHeight, int GobBlockDepth)
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public GobBlockSizes(int gobBlockHeight, int gobBlockDepth)
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{
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this.Height = GobBlockHeight;
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this.Depth = GobBlockDepth;
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Height = gobBlockHeight;
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Depth = gobBlockDepth;
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}
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}
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private GobBlockSizes AdjustGobBlockSizes(int Height, int Depth)
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private GobBlockSizes AdjustGobBlockSizes(int height, int depth)
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{
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int GobBlockHeight = TexGobBlockHeight;
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int GobBlockDepth = TexGobBlockDepth;
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int gobBlockHeight = _texGobBlockHeight;
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int gobBlockDepth = _texGobBlockDepth;
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int Pow2Height = BitUtils.Pow2RoundUp(Height);
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int Pow2Depth = BitUtils.Pow2RoundUp(Depth);
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int pow2Height = BitUtils.Pow2RoundUp(height);
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int pow2Depth = BitUtils.Pow2RoundUp(depth);
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while (GobBlockHeight * GobHeight > Pow2Height && GobBlockHeight > 1)
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while (gobBlockHeight * GobHeight > pow2Height && gobBlockHeight > 1)
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{
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GobBlockHeight >>= 1;
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gobBlockHeight >>= 1;
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}
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while (GobBlockDepth > Pow2Depth && GobBlockDepth > 1)
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while (gobBlockDepth > pow2Depth && gobBlockDepth > 1)
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{
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GobBlockDepth >>= 1;
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gobBlockDepth >>= 1;
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}
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return new GobBlockSizes(GobBlockHeight, GobBlockDepth);
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return new GobBlockSizes(gobBlockHeight, gobBlockDepth);
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}
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private struct RobAndSliceSizes
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@ -142,45 +142,45 @@ namespace Ryujinx.Graphics.Texture
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public int RobSize;
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public int SliceSize;
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public RobAndSliceSizes(int RobSize, int SliceSize)
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public RobAndSliceSizes(int robSize, int sliceSize)
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{
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this.RobSize = RobSize;
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this.SliceSize = SliceSize;
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RobSize = robSize;
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SliceSize = sliceSize;
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}
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}
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private RobAndSliceSizes GetRobAndSliceSizes(int Width, int Height, GobBlockSizes GbSizes)
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private RobAndSliceSizes GetRobAndSliceSizes(int width, int height, GobBlockSizes gbSizes)
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{
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int WidthInGobs = BitUtils.DivRoundUp(Width * TexBpp, GobWidth);
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int widthInGobs = BitUtils.DivRoundUp(width * _texBpp, GobWidth);
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int RobSize = GobSize * GbSizes.Height * GbSizes.Depth * WidthInGobs;
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int robSize = GobSize * gbSizes.Height * gbSizes.Depth * widthInGobs;
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int SliceSize = BitUtils.DivRoundUp(Height, GbSizes.Height * GobHeight) * RobSize;
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int sliceSize = BitUtils.DivRoundUp(height, gbSizes.Height * GobHeight) * robSize;
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return new RobAndSliceSizes(RobSize, SliceSize);
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return new RobAndSliceSizes(robSize, sliceSize);
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}
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public int GetSwizzleOffset(int X, int Y, int Z)
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public int GetSwizzleOffset(int x, int y, int z)
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{
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X <<= BppShift;
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x <<= _bppShift;
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int YH = Y / GobHeight;
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int yh = y / GobHeight;
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int Position = (Z >> BdShift) * SliceSize + (YH >> BhShift) * RobSize;
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int position = (z >> _bdShift) * _sliceSize + (yh >> _bhShift) * _robSize;
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Position += (X / GobWidth) << XShift;
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position += (x / GobWidth) << _xShift;
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Position += (YH & BhMask) * GobSize;
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position += (yh & _bhMask) * GobSize;
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Position += ((Z & BdMask) * GobSize) << BhShift;
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position += ((z & _bdMask) * GobSize) << _bhShift;
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Position += ((X & 0x3f) >> 5) << 8;
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Position += ((Y & 0x07) >> 1) << 6;
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Position += ((X & 0x1f) >> 4) << 5;
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Position += ((Y & 0x01) >> 0) << 4;
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Position += ((X & 0x0f) >> 0) << 0;
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position += ((x & 0x3f) >> 5) << 8;
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position += ((y & 0x07) >> 1) << 6;
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position += ((x & 0x1f) >> 4) << 5;
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position += ((y & 0x01) >> 0) << 4;
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position += ((x & 0x0f) >> 0) << 0;
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return BaseOffset + Position;
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return _baseOffset + position;
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}
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}
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}
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