Optimize texture format conversion, and MethodCopyBuffer (#1274)
* Improve performance when converting texture formats. Still more work to do. * Speed up buffer -> texture copies. No longer copies byte by byte. Fast path when formats are identical. * Fix a few things, 64 byte block fast copy. * Spacing cleanup, unrelated change. * Fix base offset calculation for region copies. * Fix Linear -> BlockLinear * Fix some nits. (part 1 of review feedback) * Use a generic version of the Convert* functions rather than lambdas. This is some real monkey's paw shit. * Remove unnecessary span constructor. * Revert "Use a generic version of the Convert* functions rather than lambdas." This reverts commit aa43dcfbe8bba291eea4e10c68569af7a56a5851. * Fix bug with rectangle destination writing, better rectangle calculation for linear textures.
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5 changed files with 356 additions and 61 deletions
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@ -33,6 +33,11 @@ namespace Ryujinx.Graphics.Texture
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private int _robSize;
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private int _sliceSize;
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// Variables for built in iteration.
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private int _yPart;
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private int _yzPart;
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private int _zPart;
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public BlockLinearLayout(
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int width,
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int height,
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@ -97,5 +102,94 @@ namespace Ryujinx.Graphics.Texture
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return offset;
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}
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public (int offset, int size) GetRectangleRange(int x, int y, int width, int height)
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{
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// Justification:
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// The 2D offset is a combination of separate x and y parts.
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// Both components increase with input and never overlap bits.
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// Therefore for each component, the minimum input value is the lowest that component can go.
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// Minimum total value is minimum X component + minimum Y component. Similar goes for maximum.
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int start = GetOffset(x, y, 0);
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int end = GetOffset(x + width - 1, y + height - 1, 0) + _texBpp; // Cover the last pixel.
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return (start, end - start);
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}
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public bool LayoutMatches(BlockLinearLayout other)
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{
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return _robSize == other._robSize &&
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_sliceSize == other._sliceSize &&
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_texBpp == other._texBpp &&
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_bhMask == other._bhMask &&
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_bdMask == other._bdMask;
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}
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// Functions for built in iteration.
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// Components of the offset can be updated separately, and combined to save some time.
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetY(int y)
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{
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int yh = y / GobHeight;
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int offset = (yh >> _bhShift) * _robSize;
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offset += (yh & _bhMask) * GobSize;
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offset += ((y & 0x07) >> 1) << 6;
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offset += ((y & 0x01) >> 0) << 4;
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_yPart = offset;
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_yzPart = offset + _zPart;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetZ(int z)
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{
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int offset = (z >> _bdShift) * _sliceSize;
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offset += ((z & _bdMask) * GobSize) << _bhShift;
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_zPart = offset;
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_yzPart = offset + _yPart;
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}
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/// <summary>
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/// Optimized conversion for line offset in bytes to an absolute offset. Input x must be divisible by 16.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public int GetOffsetWithLineOffset16(int x)
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{
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int offset = (x / GobStride) << _xShift;
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offset += ((x & 0x3f) >> 5) << 8;
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offset += ((x & 0x1f) >> 4) << 5;
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return offset + _yzPart;
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}
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/// <summary>
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/// Optimized conversion for line offset in bytes to an absolute offset. Input x must be divisible by 64.
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public int GetOffsetWithLineOffset64(int x)
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{
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int offset = (x / GobStride) << _xShift;
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return offset + _yzPart;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public int GetOffset(int x)
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{
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x <<= _bppShift;
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int offset = (x / GobStride) << _xShift;
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offset += ((x & 0x3f) >> 5) << 8;
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offset += ((x & 0x1f) >> 4) << 5;
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offset += (x & 0x0f);
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return offset + _yzPart;
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}
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}
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}
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