From c564c21668912b803947adddc166ff1315b218e4 Mon Sep 17 00:00:00 2001 From: Subv Date: Mon, 23 Feb 2015 18:24:35 -0500 Subject: GPU: Implemented bits 3 and 1 from the display transfer flags. Bit 3 is used to specify a raw copy, where no processing is done to the data, seems to behave exactly as a DMA. Bit 1 is used to specify whether to convert from a tiled format to a linear format or viceversa. --- src/video_core/utils.h | 50 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 50 insertions(+) (limited to 'src/video_core/utils.h') diff --git a/src/video_core/utils.h b/src/video_core/utils.h index 6fd64042..bda793fa 100644 --- a/src/video_core/utils.h +++ b/src/video_core/utils.h @@ -35,4 +35,54 @@ struct TGAHeader { */ void DumpTGA(std::string filename, short width, short height, u8* raw_data); +/** + * Interleave the lower 3 bits of each coordinate to get the intra-block offsets, which are + * arranged in a Z-order curve. More details on the bit manipulation at: + * https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/ + */ +static inline u32 MortonInterleave(u32 x, u32 y) { + u32 i = (x & 7) | ((y & 7) << 8); // ---- -210 + i = (i ^ (i << 2)) & 0x1313; // ---2 --10 + i = (i ^ (i << 1)) & 0x1515; // ---2 -1-0 + i = (i | (i >> 7)) & 0x3F; + return i; +} + +/** + * Calculates the offset of the position of the pixel in Morton order + */ +static inline u32 GetMortonOffset(u32 x, u32 y, u32 bytes_per_pixel) { + // Images are split into 8x8 tiles. Each tile is composed of four 4x4 subtiles each + // of which is composed of four 2x2 subtiles each of which is composed of four texels. + // Each structure is embedded into the next-bigger one in a diagonal pattern, e.g. + // texels are laid out in a 2x2 subtile like this: + // 2 3 + // 0 1 + // + // The full 8x8 tile has the texels arranged like this: + // + // 42 43 46 47 58 59 62 63 + // 40 41 44 45 56 57 60 61 + // 34 35 38 39 50 51 54 55 + // 32 33 36 37 48 49 52 53 + // 10 11 14 15 26 27 30 31 + // 08 09 12 13 24 25 28 29 + // 02 03 06 07 18 19 22 23 + // 00 01 04 05 16 17 20 21 + // + // This pattern is what's called Z-order curve, or Morton order. + + const unsigned int block_width = 8; + const unsigned int block_height = 8; + + const unsigned int coarse_x = x & ~7; + const unsigned int coarse_y = y & ~7; + + u32 i = VideoCore::MortonInterleave(x, y); + + const unsigned int offset = coarse_x * block_height; + + return (i + offset) * bytes_per_pixel; +} + } // namespace -- cgit v1.2.3