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Add end condition for VTC copy. This handles the case when depth is not a multiple of 4.
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1 changed files with 23 additions and 5 deletions
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@ -62,7 +62,7 @@ struct copy_unmodified_block_vtc
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u32 row_element_count = width_in_block * row_count;
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u32 dst_offset = 0;
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u32 src_offset = 0;
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const u32 vtc_tile_row_count = 4;
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const u32 depth_4 = (depth >> 2) * 4; // multiple of 4
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// Undo Nvidia VTC tiling - place each 2D texture slice back to back in linear memory
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//
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@ -72,18 +72,21 @@ struct copy_unmodified_block_vtc
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// Note that the memory is tiled 4 planes at a time in the depth direction.
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// e.g. d0, d1, d2, d3 is tiled as a group then d4, d5, d6, d7
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//
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for (int d = 0; d < depth; d++)
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// Tile as 4x4x4
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for (int d = 0; d < depth_4; d++)
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{
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// Copy one slice of the 3d texture
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for (u32 i = 0; i < row_element_count; i += 1)
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{
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copy(dst.subspan(dst_offset + i, 1), src.subspan(src_offset + i * vtc_tile_row_count, 1));
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// Copy one span (8 bytes for DXT1 or 16 bytes for DXT5)
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copy(dst.subspan(dst_offset + i, 1), src.subspan(src_offset + i * 4, 1));
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}
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dst_offset += row_element_count;
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// Last plane in the group of 4?
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if (d && ((d & (vtc_tile_row_count - 1)) == 0))
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if (d && ((d & 3) == 0))
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{
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src_offset += row_element_count;
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}
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@ -92,6 +95,21 @@ struct copy_unmodified_block_vtc
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src_offset += 1;
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}
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}
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// End Case - tile as 4x4x3 or 4x4x2 or 4x4x1
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const u32 vtc_tile_count = depth - depth_4;
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for (int d = 0; d < vtc_tile_count; d++)
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{
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// Copy one slice of the 3d texture
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for (u32 i = 0; i < row_element_count; i += 1)
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{
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// Copy one span (8 bytes for DXT1 or 16 bytes for DXT5)
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copy(dst.subspan(dst_offset + i, 1), src.subspan(src_offset + i * vtc_tile_count, 1));
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}
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dst_offset += row_element_count;
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src_offset += 1;
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}
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}
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};
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