ce1d5be212
* Move GPU LLE emulation from HLE to Graphics * Graphics: Move Gal/Texture to Texture * Remove Engines/ directory and namespace * Use tables for image formats * Abstract OpCode decoding * Simplify image table * Do not leak Read* symbols in TextureReader * Fixups * Rename IGalFrameBuffer -> IGalRenderTarget * Remove MaxBpp hardcoded value * Change yet again texture data and add G8R8 flipping * Rename GalFrameBufferFormat to GalSurfaceFormat * Unident EnsureSetup in ImageHandler * Add IsCompressed * Address some feedback
35 lines
979 B
C#
35 lines
979 B
C#
using ChocolArm64.Memory;
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using Ryujinx.Graphics.Gal;
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using Ryujinx.Graphics.Memory;
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namespace Ryujinx.Graphics.Texture
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{
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static class TextureWriter
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{
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public unsafe static void Write(IAMemory Memory, TextureInfo Texture, byte[] Data)
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{
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ISwizzle Swizzle = TextureHelper.GetSwizzle(Texture, 1, 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 < Texture.Height; Y++)
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for (int X = 0; X < Texture.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.WriteInt32(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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