forked from Mirror/Ryujinx
231fae1a4c
* 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
55 lines
No EOL
1.4 KiB
C#
55 lines
No EOL
1.4 KiB
C#
using Ryujinx.Graphics.Gal;
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namespace Ryujinx.Core.Gpu
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{
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struct Texture
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{
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public long Position { get; private set; }
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public int Width { get; private set; }
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public int Height { get; private set; }
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public int Pitch { get; private set; }
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public int BlockHeight { get; private set; }
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public TextureSwizzle Swizzle { get; private set; }
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public GalTextureFormat Format { get; private set; }
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public Texture(
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long Position,
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int Width,
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int Height)
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{
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this.Position = Position;
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this.Width = Width;
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this.Height = Height;
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Pitch = 0;
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BlockHeight = 16;
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Swizzle = TextureSwizzle.BlockLinear;
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Format = GalTextureFormat.A8B8G8R8;
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}
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public Texture(
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long Position,
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int Width,
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int Height,
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int Pitch,
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int BlockHeight,
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TextureSwizzle Swizzle,
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GalTextureFormat Format)
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{
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this.Position = Position;
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this.Width = Width;
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this.Height = Height;
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this.Pitch = Pitch;
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this.BlockHeight = BlockHeight;
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this.Swizzle = Swizzle;
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this.Format = Format;
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}
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}
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} |