using Ryujinx.Common;
using System.Runtime.CompilerServices;
using static Ryujinx.Graphics.Texture.BlockLinearConstants;
namespace Ryujinx.Graphics.Texture
{
public class OffsetCalculator
private int _width;
private int _height;
private int _stride;
private bool _isLinear;
private int _bytesPerPixel;
private BlockLinearLayout _layoutConverter;
// Variables for built in iteration.
private int _yPart;
public OffsetCalculator(
int width,
int height,
int stride,
bool isLinear,
int gobBlocksInY,
int gobBlocksInZ,
int bytesPerPixel)
_width = width;
_height = height;
_stride = stride;
_isLinear = isLinear;
_bytesPerPixel = bytesPerPixel;
int wAlignment = GobStride / bytesPerPixel;
int wAligned = BitUtils.AlignUp(width, wAlignment);
if (!isLinear)
_layoutConverter = new BlockLinearLayout(
wAligned,
height,
gobBlocksInY,
gobBlocksInZ,
bytesPerPixel);
}
int bytesPerPixel) : this(width, height, stride, isLinear, gobBlocksInY, 1, bytesPerPixel)
public void SetY(int y)
if (_isLinear)
_yPart = y * _stride;
else
_layoutConverter.SetY(y);
public int GetOffset(int x, int y)
return x * _bytesPerPixel + y * _stride;
return _layoutConverter.GetOffset(x, y, 0);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public int GetOffset(int x)
return x * _bytesPerPixel + _yPart;
return _layoutConverter.GetOffset(x);
public (int offset, int size) GetRectangleRange(int x, int y, int width, int height)
int start = y * _stride + x * _bytesPerPixel;
int end = (y + height - 1) * _stride + (x + width) * _bytesPerPixel;
return (start, end - start);
return _layoutConverter.GetRectangleRange(x, y, width, height);
public bool LayoutMatches(OffsetCalculator other)
return other._isLinear &&
_width == other._width &&
_height == other._height &&
_stride == other._stride &&
_bytesPerPixel == other._bytesPerPixel;
return !other._isLinear && _layoutConverter.LayoutMatches(other._layoutConverter);