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345e73f2fe
Instead of storing all block width, height and depths in their shifted form: block_width = 1U << block_shift; Store them like they are provided by the emulated hardware (their block_shift form). This way we can avoid doing the costly Common::AlignUp operation to align texture sizes and drop CPU integer divisions with bitwise logic (defined in Common::AlignBits).
40 lines
1021 B
C++
40 lines
1021 B
C++
// This file is under the public domain.
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#pragma once
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#include <cstddef>
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#include <type_traits>
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namespace Common {
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template <typename T>
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constexpr T AlignUp(T value, std::size_t size) {
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static_assert(std::is_unsigned_v<T>, "T must be an unsigned value.");
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return static_cast<T>(value + (size - value % size) % size);
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}
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template <typename T>
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constexpr T AlignDown(T value, std::size_t size) {
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static_assert(std::is_unsigned_v<T>, "T must be an unsigned value.");
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return static_cast<T>(value - value % size);
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}
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template <typename T>
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constexpr T AlignBits(T value, T align) {
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return (value + ((1 << align) - 1)) >> align << align;
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}
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template <typename T>
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constexpr bool Is4KBAligned(T value) {
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static_assert(std::is_unsigned_v<T>, "T must be an unsigned value.");
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return (value & 0xFFF) == 0;
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}
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template <typename T>
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constexpr bool IsWordAligned(T value) {
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static_assert(std::is_unsigned_v<T>, "T must be an unsigned value.");
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return (value & 0b11) == 0;
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}
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} // namespace Common
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