Fix texture level offset/size calculation when sparse tile width is > 1 (#1142)

* Fix texture level offset/size calculation when sparse tile width is > 1

* Sparse tile width affects layer size alignment aswell
This commit is contained in:
gdkchan 2020-04-25 10:40:20 -03:00 committed by GitHub
parent bcc5b0d21e
commit 34d19f381c
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GPG key ID: 4AEE18F83AFDEB23
3 changed files with 81 additions and 37 deletions

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@ -38,11 +38,12 @@ namespace Ryujinx.Graphics.Texture
int outOffs = 0;
int wAlignment = gobBlocksInTileX * (GobStride / bytesPerPixel);
int mipGobBlocksInY = gobBlocksInY;
int mipGobBlocksInZ = gobBlocksInZ;
int gobWidth = (GobStride / bytesPerPixel) * gobBlocksInTileX;
int gobHeight = gobBlocksInY * GobHeight;
for (int level = 0; level < levels; level++)
{
int w = Math.Max(1, width >> level);
@ -66,8 +67,16 @@ namespace Ryujinx.Graphics.Texture
int xStart = strideTrunc / bytesPerPixel;
int stride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
int wAligned = BitUtils.AlignUp(w, wAlignment);
int stride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
int alignment = gobWidth;
if (d < gobBlocksInZ || w <= gobWidth || h <= gobHeight)
{
alignment = GobStride / bytesPerPixel;
}
int wAligned = BitUtils.AlignUp(w, alignment);
BlockLinearLayout layoutConverter = new BlockLinearLayout(
wAligned,
@ -164,11 +173,12 @@ namespace Ryujinx.Graphics.Texture
int inOffs = 0;
int wAlignment = gobBlocksInTileX * (GobStride / bytesPerPixel);
int mipGobBlocksInY = gobBlocksInY;
int mipGobBlocksInZ = gobBlocksInZ;
int gobWidth = (GobStride / bytesPerPixel) * gobBlocksInTileX;
int gobHeight = gobBlocksInY * GobHeight;
for (int level = 0; level < levels; level++)
{
int w = Math.Max(1, width >> level);
@ -188,8 +198,16 @@ namespace Ryujinx.Graphics.Texture
mipGobBlocksInZ >>= 1;
}
int stride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
int wAligned = BitUtils.AlignUp(w, wAlignment);
int stride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
int alignment = gobWidth;
if (d < gobBlocksInZ || w <= gobWidth || h <= gobHeight)
{
alignment = GobStride / bytesPerPixel;
}
int wAligned = BitUtils.AlignUp(w, alignment);
BlockLinearLayout layoutConverter = new BlockLinearLayout(
wAligned,