Ryujinx/Ryujinx.Graphics.Vic/Image/Surface.cs
Andrey Sukharev 4da44e09cb
Make structs readonly when applicable (#4002)
* Make all structs readonly when applicable. It should reduce amount of needless defensive copies

* Make structs with trivial boilerplate equality code record structs

* Remove unnecessary readonly modifiers from TextureCreateInfo

* Make BitMap structs readonly too
2022-12-05 14:47:39 +01:00

47 lines
1.7 KiB
C#

using System;
using System.Runtime.CompilerServices;
namespace Ryujinx.Graphics.Vic.Image
{
readonly struct Surface : IDisposable
{
private readonly int _bufferIndex;
private readonly BufferPool<Pixel> _pool;
public Pixel[] Data { get; }
public int Width { get; }
public int Height { get; }
public Surface(BufferPool<Pixel> pool, int width, int height)
{
_bufferIndex = pool.RentMinimum(width * height, out Pixel[] data);
_pool = pool;
Data = data;
Width = width;
Height = height;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public ushort GetR(int x, int y) => Data[y * Width + x].R;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public ushort GetG(int x, int y) => Data[y * Width + x].G;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public ushort GetB(int x, int y) => Data[y * Width + x].B;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public ushort GetA(int x, int y) => Data[y * Width + x].A;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetR(int x, int y, ushort value) => Data[y * Width + x].R = value;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetG(int x, int y, ushort value) => Data[y * Width + x].G = value;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetB(int x, int y, ushort value) => Data[y * Width + x].B = value;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetA(int x, int y, ushort value) => Data[y * Width + x].A = value;
public void Dispose() => _pool.Return(_bufferIndex);
}
}