60f2198a1e
* Attempt to support deswizzle of sparse tiled textures * Use correct frame buffer and viewport sizes, started to clean up the copy engine * Correct texture width alignment * Use Scale/Translate registers to calculate viewport rect * Allow texture copy between frame buffers
36 lines
970 B
C#
36 lines
970 B
C#
using ChocolArm64.Memory;
|
|
using Ryujinx.Graphics.Gal;
|
|
using System;
|
|
|
|
namespace Ryujinx.HLE.Gpu.Texture
|
|
{
|
|
static class TextureWriter
|
|
{
|
|
public unsafe static void Write(IAMemory Memory, TextureInfo Texture, byte[] Data)
|
|
{
|
|
ISwizzle Swizzle = TextureHelper.GetSwizzle(Texture, 1, 4);
|
|
|
|
(AMemory CpuMem, long Position) = TextureHelper.GetMemoryAndPosition(
|
|
Memory,
|
|
Texture.Position);
|
|
|
|
fixed (byte* BuffPtr = Data)
|
|
{
|
|
long InOffs = 0;
|
|
|
|
for (int Y = 0; Y < Texture.Height; Y++)
|
|
for (int X = 0; X < Texture.Width; X++)
|
|
{
|
|
long Offset = (uint)Swizzle.GetSwizzleOffset(X, Y);
|
|
|
|
int Pixel = *(int*)(BuffPtr + InOffs);
|
|
|
|
CpuMem.WriteInt32Unchecked(Position + Offset, Pixel);
|
|
|
|
InOffs += 4;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|