1 // Copyright 2014 Citra Emulator Project
2 // Licensed under GPLv2 or any later version
3 // Refer to the license.txt file included.
4 
5 #pragma once
6 
7 #include "common/common_types.h"
8 
9 namespace VideoCore {
10 
11 // 8x8 Z-Order coordinate from 2D coordinates
MortonInterleave(u32 x,u32 y)12 static constexpr u32 MortonInterleave(u32 x, u32 y) {
13     constexpr u32 xlut[] = {0x00, 0x01, 0x04, 0x05, 0x10, 0x11, 0x14, 0x15};
14     constexpr u32 ylut[] = {0x00, 0x02, 0x08, 0x0a, 0x20, 0x22, 0x28, 0x2a};
15     return xlut[x % 8] + ylut[y % 8];
16 }
17 
18 /**
19  * Calculates the offset of the position of the pixel in Morton order
20  */
GetMortonOffset(u32 x,u32 y,u32 bytes_per_pixel)21 static inline u32 GetMortonOffset(u32 x, u32 y, u32 bytes_per_pixel) {
22     // Images are split into 8x8 tiles. Each tile is composed of four 4x4 subtiles each
23     // of which is composed of four 2x2 subtiles each of which is composed of four texels.
24     // Each structure is embedded into the next-bigger one in a diagonal pattern, e.g.
25     // texels are laid out in a 2x2 subtile like this:
26     // 2 3
27     // 0 1
28     //
29     // The full 8x8 tile has the texels arranged like this:
30     //
31     // 42 43 46 47 58 59 62 63
32     // 40 41 44 45 56 57 60 61
33     // 34 35 38 39 50 51 54 55
34     // 32 33 36 37 48 49 52 53
35     // 10 11 14 15 26 27 30 31
36     // 08 09 12 13 24 25 28 29
37     // 02 03 06 07 18 19 22 23
38     // 00 01 04 05 16 17 20 21
39     //
40     // This pattern is what's called Z-order curve, or Morton order.
41 
42     const unsigned int block_height = 8;
43     const unsigned int coarse_x = x & ~7;
44 
45     u32 i = VideoCore::MortonInterleave(x, y);
46 
47     const unsigned int offset = coarse_x * block_height;
48 
49     return (i + offset) * bytes_per_pixel;
50 }
51 
52 } // namespace VideoCore
53