Ryujinx/Ryujinx.HLE/Gpu/Texture/TextureWriter.cs
gdkchan e7559f128f
Small OpenGL Renderer refactoring (#177)
* 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
2018-06-23 21:39:25 -03:00

55 lines
1.5 KiB
C#

using ChocolArm64.Memory;
using Ryujinx.Graphics.Gal;
using System;
namespace Ryujinx.HLE.Gpu.Texture
{
static class TextureWriter
{
public static void Write(
IAMemory Memory,
TextureInfo Texture,
byte[] Data,
int Width,
int Height)
{
switch (Texture.Format)
{
case GalTextureFormat.A8B8G8R8: Write4Bpp(Memory, Texture, Data, Width, Height); break;
default: throw new NotImplementedException(Texture.Format.ToString());
}
}
private unsafe static void Write4Bpp(
IAMemory Memory,
TextureInfo Texture,
byte[] Data,
int Width,
int Height)
{
ISwizzle Swizzle = TextureHelper.GetSwizzle(Texture, Width, 4);
(AMemory CpuMem, long Position) = TextureHelper.GetMemoryAndPosition(
Memory,
Texture.Position);
fixed (byte* BuffPtr = Data)
{
long InOffs = 0;
for (int Y = 0; Y < Height; Y++)
for (int X = 0; X < Width; X++)
{
long Offset = (uint)Swizzle.GetSwizzleOffset(X, Y);
int Pixel = *(int*)(BuffPtr + InOffs);
CpuMem.WriteInt32Unchecked(Position + Offset, Pixel);
InOffs += 4;
}
}
}
}
}