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-rw-r--r--src/video_core/utils.h50
1 files changed, 50 insertions, 0 deletions
diff --git a/src/video_core/utils.h b/src/video_core/utils.h
index 6fd640425..bda793fa5 100644
--- a/src/video_core/utils.h
+++ b/src/video_core/utils.h
@@ -35,4 +35,54 @@ struct TGAHeader {
35 */ 35 */
36void DumpTGA(std::string filename, short width, short height, u8* raw_data); 36void DumpTGA(std::string filename, short width, short height, u8* raw_data);
37 37
38/**
39 * Interleave the lower 3 bits of each coordinate to get the intra-block offsets, which are
40 * arranged in a Z-order curve. More details on the bit manipulation at:
41 * https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/
42 */
43static inline u32 MortonInterleave(u32 x, u32 y) {
44 u32 i = (x & 7) | ((y & 7) << 8); // ---- -210
45 i = (i ^ (i << 2)) & 0x1313; // ---2 --10
46 i = (i ^ (i << 1)) & 0x1515; // ---2 -1-0
47 i = (i | (i >> 7)) & 0x3F;
48 return i;
49}
50
51/**
52 * Calculates the offset of the position of the pixel in Morton order
53 */
54static inline u32 GetMortonOffset(u32 x, u32 y, u32 bytes_per_pixel) {
55 // Images are split into 8x8 tiles. Each tile is composed of four 4x4 subtiles each
56 // of which is composed of four 2x2 subtiles each of which is composed of four texels.
57 // Each structure is embedded into the next-bigger one in a diagonal pattern, e.g.
58 // texels are laid out in a 2x2 subtile like this:
59 // 2 3
60 // 0 1
61 //
62 // The full 8x8 tile has the texels arranged like this:
63 //
64 // 42 43 46 47 58 59 62 63
65 // 40 41 44 45 56 57 60 61
66 // 34 35 38 39 50 51 54 55
67 // 32 33 36 37 48 49 52 53
68 // 10 11 14 15 26 27 30 31
69 // 08 09 12 13 24 25 28 29
70 // 02 03 06 07 18 19 22 23
71 // 00 01 04 05 16 17 20 21
72 //
73 // This pattern is what's called Z-order curve, or Morton order.
74
75 const unsigned int block_width = 8;
76 const unsigned int block_height = 8;
77
78 const unsigned int coarse_x = x & ~7;
79 const unsigned int coarse_y = y & ~7;
80
81 u32 i = VideoCore::MortonInterleave(x, y);
82
83 const unsigned int offset = coarse_x * block_height;
84
85 return (i + offset) * bytes_per_pixel;
86}
87
38} // namespace 88} // namespace