RyuKen/Ryujinx.Graphics/Texture/TextureWriter.cs
ReinUsesLisp ce1d5be212 Move GPU emulation from Ryujinx.HLE to Ryujinx.Graphics and misc changes (#402)
* 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
2018-09-08 14:51:50 -03:00

35 lines
979 B
C#

using ChocolArm64.Memory;
using Ryujinx.Graphics.Gal;
using Ryujinx.Graphics.Memory;
namespace Ryujinx.Graphics.Texture
{
static class TextureWriter
{
public unsafe static void Write(IAMemory Memory, TextureInfo Texture, byte[] Data)
{
ISwizzle Swizzle = TextureHelper.GetSwizzle(Texture, 1, 4);
(AMemory CpuMem, long Position) = TextureHelper.GetMemoryAndPosition(
Memory,
Texture.Position);
fixed (byte* BuffPtr = Data)
{
long InOffs = 0;
for (int Y = 0; Y < Texture.Height; Y++)
for (int X = 0; X < Texture.Width; X++)
{
long Offset = (uint)Swizzle.GetSwizzleOffset(X, Y);
int Pixel = *(int*)(BuffPtr + InOffs);
CpuMem.WriteInt32(Position + Offset, Pixel);
InOffs += 4;
}
}
}
}
}