Remove old Swizzle algorithms and use 3d Swizzle
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				@ -40,97 +40,56 @@ struct alignas(64) SwizzleTable {
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constexpr auto legacy_swizzle_table = SwizzleTable<8, 64, 1>();
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constexpr auto fast_swizzle_table = SwizzleTable<8, 4, 16>();
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static void LegacySwizzleData(u32 width, u32 height, u32 bytes_per_pixel, u32 out_bytes_per_pixel,
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                              u8* swizzled_data, u8* unswizzled_data, bool unswizzle,
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                              u32 block_height) {
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    std::array<u8*, 2> data_ptrs;
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    const std::size_t stride = width * bytes_per_pixel;
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    const std::size_t gobs_in_x = 64;
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    const std::size_t gobs_in_y = 8;
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    const std::size_t gobs_size = gobs_in_x * gobs_in_y;
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    const std::size_t image_width_in_gobs{(stride + gobs_in_x - 1) / gobs_in_x};
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    for (std::size_t y = 0; y < height; ++y) {
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        const std::size_t gob_y_address =
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            (y / (gobs_in_y * block_height)) * gobs_size * block_height * image_width_in_gobs +
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            (y % (gobs_in_y * block_height) / gobs_in_y) * gobs_size;
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        const auto& table = legacy_swizzle_table[y % gobs_in_y];
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        for (std::size_t x = 0; x < width; ++x) {
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            const std::size_t gob_address =
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                gob_y_address + (x * bytes_per_pixel / gobs_in_x) * gobs_size * block_height;
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            const std::size_t x2 = x * bytes_per_pixel;
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            const std::size_t swizzle_offset = gob_address + table[x2 % gobs_in_x];
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            const std::size_t pixel_index = (x + y * width) * out_bytes_per_pixel;
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            data_ptrs[unswizzle] = swizzled_data + swizzle_offset;
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            data_ptrs[!unswizzle] = unswizzled_data + pixel_index;
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            std::memcpy(data_ptrs[0], data_ptrs[1], bytes_per_pixel);
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        }
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    }
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}
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static void FastSwizzleData(u32 width, u32 height, u32 bytes_per_pixel, u32 out_bytes_per_pixel,
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                            u8* swizzled_data, u8* unswizzled_data, bool unswizzle,
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                            u32 block_height) {
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    std::array<u8*, 2> data_ptrs;
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    const std::size_t stride{width * bytes_per_pixel};
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    const std::size_t gobs_in_x = 64;
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    const std::size_t gobs_in_y = 8;
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    const std::size_t gobs_size = gobs_in_x * gobs_in_y;
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    const std::size_t image_width_in_gobs{(stride + gobs_in_x - 1) / gobs_in_x};
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    const std::size_t copy_size{16};
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    for (std::size_t y = 0; y < height; ++y) {
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        const std::size_t initial_gob =
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            (y / (gobs_in_y * block_height)) * gobs_size * block_height * image_width_in_gobs +
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            (y % (gobs_in_y * block_height) / gobs_in_y) * gobs_size;
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        const std::size_t pixel_base{y * width * out_bytes_per_pixel};
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        const auto& table = fast_swizzle_table[y % gobs_in_y];
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        for (std::size_t xb = 0; xb < stride; xb += copy_size) {
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            const std::size_t gob_address{initial_gob +
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                                          (xb / gobs_in_x) * gobs_size * block_height};
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            const std::size_t swizzle_offset{gob_address + table[(xb / 16) % 4]};
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            const std::size_t out_x = xb * out_bytes_per_pixel / bytes_per_pixel;
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            const std::size_t pixel_index{out_x + pixel_base};
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            data_ptrs[unswizzle] = swizzled_data + swizzle_offset;
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            data_ptrs[!unswizzle] = unswizzled_data + pixel_index;
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            std::memcpy(data_ptrs[0], data_ptrs[1], copy_size);
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        }
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    }
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}
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void Precise3DProcessGobs(u8* swizzled_data, u8* unswizzled_data, bool unswizzle, const u32 x_start,
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                       const u32 y_start, const u32 z_start, const u32 x_end, const u32 y_end,
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                       const u32 z_end, const u32 tile_offset, const u32 xy_block_size,
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                       const u32 layer_z, const u32 stride_x, const u32 bytes_per_pixel,
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                       const u32 out_bytes_per_pixel) {
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/**
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 * This function manages ALL the GOBs(Group of Bytes) Inside a single block.
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 * Instead of going gob by gob, we map the coordinates inside a block and manage from
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 * those. Block_Width is assumed to be 1.
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 */
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void Precise3DProcessBlock(u8* swizzled_data, u8* unswizzled_data, const bool unswizzle,
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                           const u32 x_start, const u32 y_start, const u32 z_start, const u32 x_end,
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                           const u32 y_end, const u32 z_end, const u32 tile_offset,
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                           const u32 xy_block_size, const u32 layer_z, const u32 stride_x,
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                           const u32 bytes_per_pixel, const u32 out_bytes_per_pixel) {
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    std::array<u8*, 2> data_ptrs;
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    u32 z_adress = tile_offset;
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    const u32 gob_size = 64 * 8 * 1;
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    const u32 gob_size_x = 64;
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    const u32 gob_size_y = 8;
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    const u32 gob_size_z = 1;
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    const u32 gob_size = gob_size_x * gob_size_y * gob_size_z;
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    for (u32 z = z_start; z < z_end; z++) {
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        u32 y_adress = z_adress;
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        u32 pixel_base = layer_z * z + y_start * stride_x;
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        for (u32 y = y_start; y < y_end; y++) {
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            const auto& table = legacy_swizzle_table[y % 8];
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            const auto& table = legacy_swizzle_table[y % gob_size_y];
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            for (u32 x = x_start; x < x_end; x++) {
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                const u32 swizzle_offset{y_adress + table[x * bytes_per_pixel % 64]};
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                const u32 swizzle_offset{y_adress + table[x * bytes_per_pixel % gob_size_x]};
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                const u32 pixel_index{x * out_bytes_per_pixel + pixel_base};
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                data_ptrs[unswizzle] = swizzled_data + swizzle_offset;
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                data_ptrs[!unswizzle] = unswizzled_data + pixel_index;
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                std::memcpy(data_ptrs[0], data_ptrs[1], bytes_per_pixel);
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            }
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            pixel_base += stride_x;
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            if ((y + 1) % 8 == 0)
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            if ((y + 1) % gob_size_y == 0)
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                y_adress += gob_size;
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        }
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        z_adress += xy_block_size;
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    }
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}
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void Precise3DSwizzledData(u8* swizzled_data, u8* unswizzled_data, bool unswizzle, u32 width,
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                        u32 height, u32 depth, u32 bytes_per_pixel, u32 out_bytes_per_pixel,
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                        u32 block_height, u32 block_depth) {
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    auto div_ceil = [](u32 x, u32 y) { return ((x + y - 1) / y); };
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/**
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 * This function unswizzles or swizzles a texture by mapping Linear to BlockLinear Textue.
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 * The body of this function takes care of splitting the swizzled texture into blocks,
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 * and managing the extents of it. Once all the parameters of a single block are obtained,
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 * the function calls '3DProcessBlock' to process that particular Block.
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 *
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 * Documentation for the memory layout and decoding can be found at:
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 *  https://envytools.readthedocs.io/en/latest/hw/memory/g80-surface.html#blocklinear-surfaces
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 */
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void Precise3DSwizzledData(u8* swizzled_data, u8* unswizzled_data, const bool unswizzle,
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                           const u32 width, const u32 height, const u32 depth,
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                           const u32 bytes_per_pixel, const u32 out_bytes_per_pixel,
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                           const u32 block_height, const u32 block_depth) {
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    auto div_ceil = [](const u32 x, const u32 y) { return ((x + y - 1) / y); };
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    const u32 stride_x = width * out_bytes_per_pixel;
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    const u32 layer_z = height * stride_x;
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    const u32 gob_x_bytes = 64;
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@ -157,33 +116,41 @@ void Precise3DSwizzledData(u8* swizzled_data, u8* unswizzled_data, bool unswizzl
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            for (u32 xb = 0; xb < blocks_on_x; xb++) {
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                const u32 x_start = xb * block_x_elements;
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                const u32 x_end = std::min(width, x_start + block_x_elements);
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                Precise3DProcessGobs(swizzled_data, unswizzled_data, unswizzle, x_start, y_start,
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                                  z_start, x_end, y_end, z_end, tile_offset, xy_block_size, layer_z,
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                                  stride_x, bytes_per_pixel, out_bytes_per_pixel);
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                Precise3DProcessBlock(swizzled_data, unswizzled_data, unswizzle, x_start, y_start,
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                                      z_start, x_end, y_end, z_end, tile_offset, xy_block_size,
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                                      layer_z, stride_x, bytes_per_pixel, out_bytes_per_pixel);
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                tile_offset += block_size;
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            }
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        }
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    }
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}
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void Fast3DProcessGobs(u8* swizzled_data, u8* unswizzled_data, bool unswizzle, const u32 x_start,
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                       const u32 y_start, const u32 z_start, const u32 x_end, const u32 y_end,
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                       const u32 z_end, const u32 tile_offset, const u32 xy_block_size,
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                       const u32 layer_z, const u32 stride_x, const u32 bytes_per_pixel,
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                       const u32 out_bytes_per_pixel) {
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/**
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 * This function manages ALL the GOBs(Group of Bytes) Inside a single block.
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 * Instead of going gob by gob, we map the coordinates inside a block and manage from
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 * those. Block_Width is assumed to be 1.
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 */
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void Fast3DProcessBlock(u8* swizzled_data, u8* unswizzled_data, const bool unswizzle,
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                        const u32 x_start, const u32 y_start, const u32 z_start, const u32 x_end,
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                        const u32 y_end, const u32 z_end, const u32 tile_offset,
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                        const u32 xy_block_size, const u32 layer_z, const u32 stride_x,
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                        const u32 bytes_per_pixel, const u32 out_bytes_per_pixel) {
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    std::array<u8*, 2> data_ptrs;
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    u32 z_adress = tile_offset;
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    const u32 x_startb = x_start * bytes_per_pixel;
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    const u32 x_endb = x_end * bytes_per_pixel;
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    const u32 copy_size = 16;
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    const u32 gob_size = 64 * 8 * 1;
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    const u32 gob_size_x = 64;
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    const u32 gob_size_y = 8;
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    const u32 gob_size_z = 1;
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    const u32 gob_size = gob_size_x * gob_size_y * gob_size_z;
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    for (u32 z = z_start; z < z_end; z++) {
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        u32 y_adress = z_adress;
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        u32 pixel_base = layer_z * z + y_start * stride_x;
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        for (u32 y = y_start; y < y_end; y++) {
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            const auto& table = fast_swizzle_table[y % 8];
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            const auto& table = fast_swizzle_table[y % gob_size_y];
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            for (u32 xb = x_startb; xb < x_endb; xb += copy_size) {
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                const u32 swizzle_offset{y_adress + table[(xb / 16) % 4]};
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                const u32 swizzle_offset{y_adress + table[(xb / copy_size) % 4]};
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                const u32 out_x = xb * out_bytes_per_pixel / bytes_per_pixel;
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                const u32 pixel_index{out_x + pixel_base};
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                data_ptrs[unswizzle] = swizzled_data + swizzle_offset;
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@ -191,18 +158,27 @@ void Fast3DProcessGobs(u8* swizzled_data, u8* unswizzled_data, bool unswizzle, c
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                std::memcpy(data_ptrs[0], data_ptrs[1], copy_size);
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            }
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            pixel_base += stride_x;
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            if ((y + 1) % 8 == 0)
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            if ((y + 1) % gob_size_y == 0)
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                y_adress += gob_size;
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        }
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        z_adress += xy_block_size;
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    }
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}
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void Fast3DSwizzledData(u8* swizzled_data, u8* unswizzled_data, bool unswizzle, u32 width,
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                        u32 height, u32 depth, u32 bytes_per_pixel, u32 out_bytes_per_pixel,
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                        u32 block_height, u32 block_depth) {
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    auto div_ceil = [](u32 x, u32 y) { return ((x + y - 1) / y); };
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/**
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 * This function unswizzles or swizzles a texture by mapping Linear to BlockLinear Textue.
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 * The body of this function takes care of splitting the swizzled texture into blocks,
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 * and managing the extents of it. Once all the parameters of a single block are obtained,
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 * the function calls '3DProcessBlock' to process that particular Block.
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 *
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 * Documentation for the memory layout and decoding can be found at:
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 *  https://envytools.readthedocs.io/en/latest/hw/memory/g80-surface.html#blocklinear-surfaces
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 */
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void Fast3DSwizzledData(u8* swizzled_data, u8* unswizzled_data, const bool unswizzle,
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                        const u32 width, const u32 height, const u32 depth,
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                        const u32 bytes_per_pixel, const u32 out_bytes_per_pixel,
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                        const u32 block_height, const u32 block_depth) {
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    auto div_ceil = [](const u32 x, const u32 y) { return ((x + y - 1) / y); };
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    const u32 stride_x = width * out_bytes_per_pixel;
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    const u32 layer_z = height * stride_x;
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    const u32 gob_x_bytes = 64;
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@ -229,9 +205,9 @@ void Fast3DSwizzledData(u8* swizzled_data, u8* unswizzled_data, bool unswizzle,
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            for (u32 xb = 0; xb < blocks_on_x; xb++) {
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                const u32 x_start = xb * block_x_elements;
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                const u32 x_end = std::min(width, x_start + block_x_elements);
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                Fast3DProcessGobs(swizzled_data, unswizzled_data, unswizzle, x_start, y_start,
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                                  z_start, x_end, y_end, z_end, tile_offset, xy_block_size, layer_z,
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                                  stride_x, bytes_per_pixel, out_bytes_per_pixel);
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                Fast3DProcessBlock(swizzled_data, unswizzled_data, unswizzle, x_start, y_start,
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                                   z_start, x_end, y_end, z_end, tile_offset, xy_block_size,
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                                   layer_z, stride_x, bytes_per_pixel, out_bytes_per_pixel);
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                tile_offset += block_size;
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            }
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        }
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@ -245,7 +221,7 @@ void CopySwizzledData(u32 width, u32 height, u32 bytes_per_pixel, u32 out_bytes_
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                           bytes_per_pixel, out_bytes_per_pixel, block_height, 1U);
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    } else {
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        Precise3DSwizzledData(swizzled_data, unswizzled_data, unswizzle, width, height, 1U,
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                           bytes_per_pixel, out_bytes_per_pixel, block_height, 1U);
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                              bytes_per_pixel, out_bytes_per_pixel, block_height, 1U);
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    }
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}
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