Remove the thread opt for unswizzle images

This commit is contained in:
CamilleLaVey
2026-09-16 22:40:54 -04:00
parent 0cc76f1f22
commit 40036eb0f8
+2 -24
View File
@@ -4,7 +4,6 @@
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <algorithm>
#include <array>
#include <cmath>
#include <cstring>
@@ -16,7 +15,6 @@
#include "common/div_ceil.h"
#include "video_core/gpu.h"
#include "video_core/textures/decoders.h"
#include "video_core/textures/workers.h"
namespace Tegra::Texture {
namespace {
@@ -38,8 +36,6 @@ void incrpdep(u32& value) {
value = ((value | ~mask) + swizzled_incr) & mask;
}
constexpr u32 PARALLEL_SWIZZLE_BYTES = 256 * 1024;
template <bool TO_LINEAR, u32 BYTES_PER_PIXEL>
void SwizzleImpl(std::span<u8> output, std::span<const u8> input, u32 width, u32 height, u32 depth,
u32 block_height, u32 block_depth, u32 stride) {
@@ -62,12 +58,12 @@ void SwizzleImpl(std::span<u8> output, std::span<const u8> input, u32 width, u32
const u32 block_depth_mask = (1U << block_depth) - 1;
const u32 x_shift = GOB_SIZE_SHIFT + block_height + block_depth;
const auto process = [&](u32 slice, u32 line_begin, u32 line_end) {
for (u32 slice = 0; slice < depth; ++slice) {
const u32 z = slice + origin_z;
const u32 offset_z = (z >> block_depth) * slice_size +
((z & block_depth_mask) << (GOB_SIZE_SHIFT + block_height));
const u32 slice_base = slice * pitch * height;
for (u32 line = line_begin; line < line_end; ++line) {
for (u32 line = 0; line < height; ++line) {
const u32 y = line + origin_y;
const u32 swizzled_y = ((y & 1) << 4) | ((y & 6) << 5);
@@ -92,25 +88,7 @@ void SwizzleImpl(std::span<u8> output, std::span<const u8> input, u32 width, u32
std::memcpy(dst, src, BYTES_PER_PIXEL);
}
}
};
const u32 rows_per_task = (std::max)(1U, PARALLEL_SWIZZLE_BYTES / (std::max)(1U, pitch));
if (u64{depth} * height * pitch < PARALLEL_SWIZZLE_BYTES * 2) {
for (u32 slice = 0; slice < depth; ++slice) {
process(slice, 0, height);
}
return;
}
Common::ThreadWorker& workers{GetThreadWorkers()};
for (u32 slice = 0; slice < depth; ++slice) {
for (u32 line = 0; line < height; line += rows_per_task) {
const u32 line_end = (std::min)(line + rows_per_task, height);
workers.QueueWork([&process, slice, line, line_end] {
process(slice, line, line_end);
});
}
}
workers.WaitForRequests();
}
template <bool TO_LINEAR, u32 BYTES_PER_PIXEL>