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* Fast path for Inline-to-Memory texture data transfers * Only do it for block linear textures to be on the safe side
26 lines
921 B
C#
26 lines
921 B
C#
using System;
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namespace Ryujinx.Graphics.GAL
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{
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public interface ITexture
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{
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int Width { get; }
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int Height { get; }
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float ScaleFactor { get; }
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void CopyTo(ITexture destination, int firstLayer, int firstLevel);
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void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel);
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void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter);
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ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel);
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ReadOnlySpan<byte> GetData();
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ReadOnlySpan<byte> GetData(int layer, int level);
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void SetData(ReadOnlySpan<byte> data);
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void SetData(ReadOnlySpan<byte> data, int layer, int level);
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void SetData(ReadOnlySpan<byte> data, int layer, int level, Rectangle<int> region);
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void SetStorage(BufferRange buffer);
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void Release();
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}
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} |