Ryujinx/Ryujinx.Core/Gpu/TextureWriter.cs
gdkchan 231fae1a4c
Texture/Vertex/Index data cache (#132)
* Initial implementation of the texture cache

* Cache vertex and index data aswell, some cleanup

* Improve handling of the cache by storing cached ranges on a list for each page

* Delete old data from the caches automatically, ensure that the cache is cleaned when the mapping/size changes, and some general cleanup
2018-06-08 21:15:56 -03:00

49 lines
1.3 KiB
C#

using ChocolArm64.Memory;
using Ryujinx.Graphics.Gal;
using System;
namespace Ryujinx.Core.Gpu
{
static class TextureWriter
{
public static void Write(IAMemory Memory, Texture Texture, byte[] Data)
{
switch (Texture.Format)
{
case GalTextureFormat.A8B8G8R8: Write4Bpp(Memory, Texture, Data); break;
default: throw new NotImplementedException(Texture.Format.ToString());
}
}
private unsafe static void Write4Bpp(IAMemory Memory, Texture Texture, byte[] Data)
{
int Width = Texture.Width;
int Height = Texture.Height;
ISwizzle Swizzle = TextureHelper.GetSwizzle(Texture, Width, 4);
(AMemory CpuMem, long Position) = TextureHelper.GetMemoryAndPosition(
Memory,
Texture.Position);
fixed (byte* BuffPtr = Data)
{
long InOffs = 0;
for (int Y = 0; Y < Height; Y++)
for (int X = 0; X < Width; X++)
{
long Offset = (uint)Swizzle.GetSwizzleOffset(X, Y);
int Pixel = *(int*)(BuffPtr + InOffs);
CpuMem.WriteInt32Unchecked(Position + Offset, Pixel);
InOffs += 4;
}
}
}
}
}