Rewrite texture tiling implementation
inline halfxb So we know which is the first pixel by masking. inline xl inline xb a bit inline yl inline uv1.x shift remove likely wrong guessed ternary operator add pixel layout comment inline xel optimize the shifts a bit inline xb optimize shifts in a second step extract xb rename all variables calculate cache line by position.x Revert 5115b459f40d53044cd7a858f52e6e876e1211b4 "optimize the shifts a bit" It seems I was wrong, the other way is the more natural. use x_virtual_position instead of uv1.x for x_offset_in_block This looks more natural and the offset should be masked anyway. substitude factor with cache_lines move 32bit logic in a conditional block
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@ -66,8 +66,7 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
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int blkW = TexDecoder_GetBlockWidthInTexels(format);
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int blkH = TexDecoder_GetBlockHeightInTexels(format);
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int samples = GetEncodedSampleCount(format);
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// 32 bit textures (RGBA8 and Z24) are store in 2 cache line increments
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int factor = samples == 1 ? 2 : 1;
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if (ApiType == API_OPENGL)
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{
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WRITE(p, "#define samp0 samp9\n");
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@ -91,22 +90,21 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
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" float2 uv0 = float2(0.0, 0.0);\n"
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);
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WRITE(p, " uv1.x = uv1.x << %d;\n", Log2(samples));
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WRITE(p, " int y_block_position = uv1.y & ~(%d - 1);\n", blkH);
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WRITE(p, " int y_offset_in_block = uv1.y & (%d - 1);\n", blkH);
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WRITE(p, " int x_virtual_position = (uv1.x << %d) + y_offset_in_block * position.z;\n", Log2(samples));
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WRITE(p, " int x_block_position = (x_virtual_position >> %d) & ~(%d - 1);\n", Log2(blkH), blkW);
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if (samples == 1)
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{
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// 32 bit textures (RGBA8 and Z24) are store in 2 cache line increments
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WRITE(p, " bool first = 0 == (x_virtual_position & %d);\n", 8 * samples); // first cache line, used in the encoders
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WRITE(p, " x_virtual_position = x_virtual_position << 1;\n");
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}
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WRITE(p, " int x_offset_in_block = x_virtual_position & (%d - 1);\n", blkW);
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WRITE(p, " int y_offset = (x_virtual_position >> %d) & (%d - 1);\n", Log2(blkW), blkH);
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WRITE(p, " int yl = uv1.y >> %d;\n", Log2(blkH));
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WRITE(p, " int yb = yl << %d;\n", Log2(blkH));
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WRITE(p, " int yoff = uv1.y - yb;\n");
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WRITE(p, " int xp = uv1.x + yoff * position.z;\n");
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WRITE(p, " int xel = xp >> %d;\n", Log2(samples == 1 ? factor : blkW));
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WRITE(p, " int xb = xel >> %d;\n", Log2(blkH));
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WRITE(p, " int xoff = xel - (xb << %d);\n", Log2(blkH));
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WRITE(p, " int xl = (uv1.x << %d) >> %d;\n", Log2(factor), Log2(blkW));
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WRITE(p, " int xib = (uv1.x << %d) - (xl << %d);\n", Log2(factor), Log2(blkW));
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WRITE(p, " int halfxb = xb >> %d;\n", Log2(factor));
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WRITE(p, " sampleUv.x = xib + (halfxb << %d);\n", Log2(blkW));
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WRITE(p, " sampleUv.y = yb + xoff;\n");
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WRITE(p, " bool first = xb == (halfxb << 1);\n");
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WRITE(p, " sampleUv.x = x_offset_in_block + x_block_position;\n");
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WRITE(p, " sampleUv.y = y_block_position + y_offset;\n");
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}
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void WriteSampleColor(char*& p, const char* colorComp, const char* dest, int xoffset, API_TYPE ApiType)
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