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
35 lines
970 B
C#
35 lines
970 B
C#
using ChocolArm64.Memory;
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using Ryujinx.Graphics.Gal;
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using System;
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namespace Ryujinx.HLE.Gpu.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.WriteInt32Unchecked(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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