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
60 lines
1.6 KiB
C#
60 lines
1.6 KiB
C#
using Ryujinx.Graphics.Gal;
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namespace Ryujinx.Graphics.Texture
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{
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public struct TextureInfo
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{
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public long Position { get; private set; }
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public int Width { get; private set; }
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public int Height { get; private set; }
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public int Pitch { get; private set; }
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public int BlockHeight { get; private set; }
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public int TileWidth { get; private set; }
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public TextureSwizzle Swizzle { get; private set; }
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public GalImageFormat Format { get; private set; }
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public TextureInfo(
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long Position,
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int Width,
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int Height)
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{
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this.Position = Position;
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this.Width = Width;
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this.Height = Height;
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Pitch = 0;
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BlockHeight = 16;
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TileWidth = 1;
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Swizzle = TextureSwizzle.BlockLinear;
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Format = GalImageFormat.A8B8G8R8 | GalImageFormat.Unorm;
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}
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public TextureInfo(
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long Position,
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int Width,
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int Height,
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int Pitch,
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int BlockHeight,
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int TileWidth,
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TextureSwizzle Swizzle,
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GalImageFormat Format)
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{
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this.Position = Position;
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this.Width = Width;
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this.Height = Height;
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this.Pitch = Pitch;
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this.BlockHeight = BlockHeight;
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this.TileWidth = TileWidth;
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this.Swizzle = Swizzle;
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this.Format = Format;
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}
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}
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} |