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[Gpu] Factor the exact-XOR swizzle equation in the texture detiler (#483)
TryDetile's exact-XOR fast path (PS5 swizzle modes 5/9/24/27) ran the full AddrLib address equation per element: a 16-bit interleave with 32 PopCount calls for every pixel of textures that are millions of elements. Each output bit is parity(x & XMask) XOR parity(y & YMask), and parity distributes over XOR, so the offset factors into independent xTerm(x) ^ yTerm(y) fields. Precompute the per-column X term once and hoist the Y term per row, collapsing the inner loop to one array load and one XOR. Add GnmTilingDetileTests, which lays out a tiled buffer from an independent re-derivation of the mode-27 equation and asserts TryDetile reconstructs it byte-for-byte. Co-authored-by: slick-daddy <slick-daddy@users.noreply.github.com>
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@@ -422,6 +422,18 @@ internal static class GnmTiling
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}
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}
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// The XOR equation offset factors cleanly into independent X and Y
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// fields — each output bit is parity(x & XMask) XOR parity(y & YMask),
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// and parity distributes over XOR, so offset(x, y) == xTerm(x) ^ yTerm(y).
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// Precompute the per-column X term once (reused across every row) so the
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// inner loop drops from a 16-bit interleave with 32 PopCounts per element
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// to a single array load and one XOR.
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var xTermByColumn = hasExactXorPattern ? new int[elementsWide] : [];
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for (var x = 0; hasExactXorPattern && x < elementsWide; x++)
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{
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xTermByColumn[x] = (int)PatternAxisTerm((uint)x, xorPattern, useX: true);
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}
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for (var y = 0; y < elementsHigh; y++)
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{
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var blockY = y / blockHeight;
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@@ -429,6 +441,8 @@ internal static class GnmTiling
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var rowBlockBase = (long)blockY * blocksPerRow;
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var tableRowBase = inBlockY * blockWidth;
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var destRowBase = (long)y * elementsWide * bytesPerElement;
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// Y term is constant across the row; hoist it out of the inner loop.
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var yTerm = hasExactXorPattern ? (int)PatternAxisTerm((uint)y, xorPattern, useX: false) : 0;
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for (var x = 0; x < elementsWide; x++)
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{
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var blockX = x / blockWidth;
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@@ -436,7 +450,7 @@ internal static class GnmTiling
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var blockIndex = rowBlockBase + blockX;
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var sourceByte = hasExactXorPattern
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? blockIndex * blockBytes + ComputePatternOffset((uint)x, (uint)y, xorPattern)
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? blockIndex * blockBytes + (xTermByColumn[x] ^ yTerm)
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: (blockIndex * blockElements + blockTable[tableRowBase + inBlockX]) *
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(long)bytesPerElement;
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var destByte = destRowBase + (long)x * bytesPerElement;
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@@ -493,14 +507,20 @@ internal static class GnmTiling
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return pattern.Length != 0;
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}
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private static long ComputePatternOffset(uint x, uint y, AddressBit[] pattern)
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// The AddrLib within-block byte offset is a per-bit XOR equation:
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// offset = OR over bits of ( parity(x & XMask) XOR parity(y & YMask) ) << bit
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// Because parity distributes over XOR, that whole offset factors into two
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// independent axis terms: PatternAxisTerm(x, useX: true) ^
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// PatternAxisTerm(y, useX: false). Splitting the axes lets TryDetile cache
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// the X term per column and hoist the Y term per row instead of recomputing
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// the full 16-bit interleave (32 PopCounts) for every element.
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private static uint PatternAxisTerm(uint coordinate, AddressBit[] pattern, bool useX)
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{
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uint offset = 0;
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for (var bit = 0; bit < pattern.Length; bit++)
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{
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var equation = pattern[bit];
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var parity = (System.Numerics.BitOperations.PopCount(x & equation.XMask) +
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System.Numerics.BitOperations.PopCount(y & equation.YMask)) & 1;
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var mask = useX ? pattern[bit].XMask : pattern[bit].YMask;
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var parity = System.Numerics.BitOperations.PopCount(coordinate & mask) & 1;
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offset |= (uint)parity << bit;
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}
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@@ -0,0 +1,84 @@
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// Copyright (C) 2026 SharpEmu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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using SharpEmu.Libs.Agc;
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using Xunit;
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namespace SharpEmu.Libs.Tests.Agc;
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// TryDetile's exact-XOR fast path (PS5 swizzle modes 5/9/24/27) factors the
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// AddrLib bit-interleave into independent per-column X and per-row Y terms so
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// the inner loop is one array load and one XOR instead of a 16-bit interleave.
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// These tests pin that the factored output stays byte-identical to the direct
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// AddrLib address equation.
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public sealed class GnmTilingDetileTests
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{
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// Independent re-derivation of the 64 KiB RB+ R_X equation (swizzle mode 27,
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// 2 bytes/element) straight from the address-bit table, so the tiled source
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// layout does not depend on TryDetile's own internal factoring.
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private static readonly (uint XMask, uint YMask)[] RbPlus64KRenderX2Bpp =
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[
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(0, 0), (1u << 0, 0), (1u << 1, 0), (1u << 2, 0),
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(0, 1u << 0), (0, 1u << 1), (0, 1u << 2), (1u << 3, 0),
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(1u << 7, (1u << 4) | (1u << 7)), (1u << 4, 1u << 4), (1u << 6, 1u << 5), (1u << 5, 1u << 6),
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(0, 1u << 3), (1u << 6, 0), (1u << 7, 1u << 7), (1u << 8, 1u << 6),
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];
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private static uint ReferenceOffset(uint x, uint y, (uint XMask, uint YMask)[] pattern)
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{
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uint offset = 0;
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for (var bit = 0; bit < pattern.Length; bit++)
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{
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var parity = (System.Numerics.BitOperations.PopCount(x & pattern[bit].XMask) +
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System.Numerics.BitOperations.PopCount(y & pattern[bit].YMask)) & 1;
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offset |= (uint)parity << bit;
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}
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return offset;
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}
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[Fact]
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public void TryDetile_ExactXorMode27_MatchesReferenceAddressEquation()
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{
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const uint swizzleMode = 27; // 64 KiB RB+ R_X
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const int bytesPerElement = 2;
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const int blockBytes = 65536;
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// SquareBlockDimensions(32768 elements): 15 bits split 8/7, x favored.
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const int blockWidth = 256;
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const int blockHeight = 128;
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const int elementsWide = 384; // spans two block columns and a partial third
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const int elementsHigh = 200;
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var blocksPerRow = (elementsWide + blockWidth - 1) / blockWidth;
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var blocksPerColumn = (elementsHigh + blockHeight - 1) / blockHeight;
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// Lay out a tiled source where each element stores its own linear index,
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// placed at the byte address the AddrLib equation dictates. The tiled
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// buffer is sized by padded whole blocks (block addressing overshoots the
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// linear extent). A correct detile must recover ascending linear indices.
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var tiled = new byte[blocksPerRow * blocksPerColumn * blockBytes];
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for (var y = 0; y < elementsHigh; y++)
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{
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for (var x = 0; x < elementsWide; x++)
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{
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var blockIndex = (long)(y / blockHeight) * blocksPerRow + (x / blockWidth);
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// The equation yields a byte offset within the block (bit 0 is
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// Zero at 2bpp, keeping element writes 2-byte aligned).
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var sourceByte = (int)(blockIndex * blockBytes +
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ReferenceOffset((uint)x, (uint)y, RbPlus64KRenderX2Bpp));
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var linearIndex = (ushort)(y * elementsWide + x);
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tiled[sourceByte] = (byte)linearIndex;
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tiled[sourceByte + 1] = (byte)(linearIndex >> 8);
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}
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}
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var linear = new byte[elementsWide * elementsHigh * bytesPerElement];
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var ok = GnmTiling.TryDetile(tiled, linear, swizzleMode, elementsWide, elementsHigh, bytesPerElement);
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Assert.True(ok);
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for (var i = 0; i < elementsWide * elementsHigh; i++)
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{
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var value = (ushort)(linear[i * 2] | (linear[i * 2 + 1] << 8));
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Assert.Equal((ushort)i, value);
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}
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}
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}
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