forked from Mirror/Ryujinx
eb528ae0f0
* Add workflow to perform automated checks for PRs * Downgrade Microsoft.CodeAnalysis to 4.4.0 This is a workaround to fix issues with dotnet-format. See: - https://github.com/dotnet/format/issues/1805 - https://github.com/dotnet/format/issues/1800 * Adjust editorconfig to be more compatible with Ryujinx code-style * Adjust .editorconfig line endings to match .gitattributes * Disable 'prefer switch expression' rule * Remove naming styles These are the default rules, so we don't need to override them. * Silence IDE0060 in .editorconfig * Slightly adjust .editorconfig * Add lost workflow changes * Move .editorconfig comment to the top * .editorconfig: private static readonly fields should be _lowerCamelCase * .editorconfig: Remove alignment for declarations as well * editorconfig: Add rule for local constants * Disable CA1822 for HLE services * Disable CA1822 for ViewModels Bindings won't work with static members, but this issue is silently ignored. * Run dotnet format for the whole solution * Check result code of SDL_GetDisplayBounds * Fix dotnet format style issues * Add missing trailing commas * Update Microsoft.CodeAnalysis.CSharp to 4.6.0 Skipping 4.5.0 since it breaks dotnet format * Restore old default naming rules for dotnet format * Add naming rule exception for CPU tests * checks: Include all files before excluding paths * Fix dotnet format issues * Check dotnet format version * checks: Run dotnet format with severity info again * checks: Disable naming style rules until they won't crash the process anymore * Remove unread private member * checks: Attempt to run analyzers 3 times before giving up * checks: Enable naming style rules again with the new retry logic
74 lines
2.6 KiB
C#
74 lines
2.6 KiB
C#
using Ryujinx.Graphics.Device;
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using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Vic.Image;
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using Ryujinx.Graphics.Vic.Types;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Vic
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{
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public class VicDevice : IDeviceState
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{
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private readonly MemoryManager _gmm;
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private readonly ResourceManager _rm;
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private readonly DeviceState<VicRegisters> _state;
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public VicDevice(MemoryManager gmm)
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{
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_gmm = gmm;
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_rm = new ResourceManager(gmm, new BufferPool<Pixel>(), new BufferPool<byte>());
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_state = new DeviceState<VicRegisters>(new Dictionary<string, RwCallback>
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{
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{ nameof(VicRegisters.Execute), new RwCallback(Execute, null) },
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});
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}
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public int Read(int offset) => _state.Read(offset);
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public void Write(int offset, int data) => _state.Write(offset, data);
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private void Execute(int data)
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{
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ConfigStruct config = ReadIndirect<ConfigStruct>(_state.State.SetConfigStructOffset);
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using Surface output = new(
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_rm.SurfacePool,
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config.OutputSurfaceConfig.OutSurfaceWidth + 1,
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config.OutputSurfaceConfig.OutSurfaceHeight + 1);
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for (int i = 0; i < config.SlotStruct.Length; i++)
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{
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ref SlotStruct slot = ref config.SlotStruct[i];
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if (!slot.SlotConfig.SlotEnable)
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{
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continue;
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}
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ref var offsets = ref _state.State.SetSurfacexSlotx[i];
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using Surface src = SurfaceReader.Read(_rm, ref slot.SlotConfig, ref slot.SlotSurfaceConfig, ref offsets);
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int x1 = config.OutputConfig.TargetRectLeft;
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int y1 = config.OutputConfig.TargetRectTop;
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int x2 = config.OutputConfig.TargetRectRight + 1;
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int y2 = config.OutputConfig.TargetRectBottom + 1;
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int targetX = Math.Min(x1, x2);
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int targetY = Math.Min(y1, y2);
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int targetW = Math.Min(output.Width - targetX, Math.Abs(x2 - x1));
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int targetH = Math.Min(output.Height - targetY, Math.Abs(y2 - y1));
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Rectangle targetRect = new(targetX, targetY, targetW, targetH);
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Blender.BlendOne(output, src, ref slot, targetRect);
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}
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SurfaceWriter.Write(_rm, output, ref config.OutputSurfaceConfig, ref _state.State.SetOutputSurface);
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}
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private T ReadIndirect<T>(uint offset) where T : unmanaged
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{
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return _gmm.Read<T>((ulong)offset << 8);
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}
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}
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}
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