Merge shader branch, adding support for GLSL decompilation, a macro
interpreter, and a rewrite of the GPU code.
This commit is contained in:
parent
7acd0e0122
commit
b9aa3966c0
77 changed files with 5301 additions and 766 deletions
57
Ryujinx.Graphics/Gpu/BlockLinearSwizzle.cs
Normal file
57
Ryujinx.Graphics/Gpu/BlockLinearSwizzle.cs
Normal file
|
@ -0,0 +1,57 @@
|
|||
namespace Ryujinx.Graphics.Gpu
|
||||
{
|
||||
class BlockLinearSwizzle : ISwizzle
|
||||
{
|
||||
private int BhShift;
|
||||
private int BppShift;
|
||||
private int BhMask;
|
||||
|
||||
private int XShift;
|
||||
private int GobStride;
|
||||
|
||||
public BlockLinearSwizzle(int Width, int Bpp, int BlockHeight = 16)
|
||||
{
|
||||
BhMask = (BlockHeight * 8) - 1;
|
||||
|
||||
BhShift = CountLsbZeros(BlockHeight * 8);
|
||||
BppShift = CountLsbZeros(Bpp);
|
||||
|
||||
int WidthInGobs = Width * Bpp / 64;
|
||||
|
||||
GobStride = 512 * BlockHeight * WidthInGobs;
|
||||
|
||||
XShift = CountLsbZeros(512 * BlockHeight);
|
||||
}
|
||||
|
||||
private int CountLsbZeros(int Value)
|
||||
{
|
||||
int Count = 0;
|
||||
|
||||
while (((Value >> Count) & 1) == 0)
|
||||
{
|
||||
Count++;
|
||||
}
|
||||
|
||||
return Count;
|
||||
}
|
||||
|
||||
public int GetSwizzleOffset(int X, int Y)
|
||||
{
|
||||
X <<= BppShift;
|
||||
|
||||
int Position = (Y >> BhShift) * GobStride;
|
||||
|
||||
Position += (X >> 6) << XShift;
|
||||
|
||||
Position += ((Y & BhMask) >> 3) << 9;
|
||||
|
||||
Position += ((X & 0x3f) >> 5) << 8;
|
||||
Position += ((Y & 0x07) >> 1) << 6;
|
||||
Position += ((X & 0x1f) >> 4) << 5;
|
||||
Position += ((Y & 0x01) >> 0) << 4;
|
||||
Position += ((X & 0x0f) >> 0) << 0;
|
||||
|
||||
return Position;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue