Ryujinx/Ryujinx.Graphics/Gpu/TextureFactory.cs
gdkchan b9aa3966c0 Merge shader branch, adding support for GLSL decompilation, a macro
interpreter, and a rewrite of the GPU code.
2018-04-08 16:41:38 -03:00

83 lines
No EOL
2.6 KiB
C#

using ChocolArm64.Memory;
using Ryujinx.Graphics.Gal;
using System;
namespace Ryujinx.Graphics.Gpu
{
static class TextureFactory
{
public static GalTexture MakeTexture(NsGpu Gpu, AMemory Memory, long TicPosition)
{
int[] Tic = ReadWords(Memory, TicPosition, 8);
GalTextureFormat Format = (GalTextureFormat)(Tic[0] & 0x7f);
long TextureAddress = (uint)Tic[1];
TextureAddress |= (long)((ushort)Tic[2]) << 32;
TextureAddress = Gpu.GetCpuAddr(TextureAddress);
TextureSwizzle Swizzle = (TextureSwizzle)((Tic[2] >> 21) & 7);
int BlockHeightLog2 = (Tic[3] >> 3) & 7;
int BlockHeight = 1 << BlockHeightLog2;
int Width = (Tic[4] & 0xffff) + 1;
int Height = (Tic[5] & 0xffff) + 1;
Texture Texture = new Texture(
TextureAddress,
Width,
Height,
BlockHeight,
Swizzle,
Format);
byte[] Data = TextureReader.Read(Memory, Texture);
return new GalTexture(Data, Width, Height, Format);
}
public static GalTextureSampler MakeSampler(NsGpu Gpu, AMemory Memory, long TscPosition)
{
int[] Tsc = ReadWords(Memory, TscPosition, 8);
GalTextureWrap AddressU = (GalTextureWrap)((Tsc[0] >> 0) & 7);
GalTextureWrap AddressV = (GalTextureWrap)((Tsc[0] >> 3) & 7);
GalTextureWrap AddressP = (GalTextureWrap)((Tsc[0] >> 6) & 7);
GalTextureFilter MagFilter = (GalTextureFilter) ((Tsc[1] >> 0) & 3);
GalTextureFilter MinFilter = (GalTextureFilter) ((Tsc[1] >> 4) & 3);
GalTextureMipFilter MipFilter = (GalTextureMipFilter)((Tsc[1] >> 6) & 3);
GalColorF BorderColor = new GalColorF(
BitConverter.Int32BitsToSingle(Tsc[4]),
BitConverter.Int32BitsToSingle(Tsc[5]),
BitConverter.Int32BitsToSingle(Tsc[6]),
BitConverter.Int32BitsToSingle(Tsc[7]));
return new GalTextureSampler(
AddressU,
AddressV,
AddressP,
MinFilter,
MagFilter,
MipFilter,
BorderColor);
}
private static int[] ReadWords(AMemory Memory, long Position, int Count)
{
int[] Words = new int[Count];
for (int Index = 0; Index < Count; Index++, Position += 4)
{
Words[Index] = Memory.ReadInt32(Position);
}
return Words;
}
}
}