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https://github.com/ryujinx-mirror/ryujinx.git
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e7559f128f
* Call OpenGL functions directly, remove the pfifo thread, some refactoring * Fix PerformanceStatistics calculating the wrong host fps, remove wait event on PFIFO as this wasn't exactly was causing the freezes (may replace with an exception later) * Organized the Gpu folder a bit more, renamed a few things, address PR feedback * Make PerformanceStatistics thread safe * Remove unused constant * Use unlimited update rate for better pref
55 lines
1.5 KiB
C#
55 lines
1.5 KiB
C#
using ChocolArm64.Memory;
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using Ryujinx.Graphics.Gal;
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using System;
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namespace Ryujinx.HLE.Gpu.Texture
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{
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static class TextureWriter
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{
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public static void Write(
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IAMemory Memory,
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TextureInfo Texture,
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byte[] Data,
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int Width,
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int Height)
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{
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switch (Texture.Format)
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{
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case GalTextureFormat.A8B8G8R8: Write4Bpp(Memory, Texture, Data, Width, Height); break;
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default: throw new NotImplementedException(Texture.Format.ToString());
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}
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}
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private unsafe static void Write4Bpp(
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IAMemory Memory,
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TextureInfo Texture,
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byte[] Data,
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int Width,
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int Height)
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{
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ISwizzle Swizzle = TextureHelper.GetSwizzle(Texture, Width, 4);
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(AMemory CpuMem, long Position) = TextureHelper.GetMemoryAndPosition(
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Memory,
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Texture.Position);
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fixed (byte* BuffPtr = Data)
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{
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long InOffs = 0;
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for (int Y = 0; Y < Height; Y++)
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for (int X = 0; X < Width; X++)
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{
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long Offset = (uint)Swizzle.GetSwizzleOffset(X, Y);
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int Pixel = *(int*)(BuffPtr + InOffs);
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CpuMem.WriteInt32Unchecked(Position + Offset, Pixel);
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InOffs += 4;
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}
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}
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}
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}
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}
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