JinxRyu/Ryujinx.HLE/Gpu/Texture/TextureWriter.cs
gdkchan 60f2198a1e
Support deswizzle of sparse tiled textures and some frame buffer fixes (#275)
* Attempt to support deswizzle of sparse tiled textures

* Use correct frame buffer and viewport sizes, started to clean up the copy engine

* Correct texture width alignment

* Use Scale/Translate registers to calculate viewport rect

* Allow texture copy between frame buffers
2018-07-19 02:30:21 -03:00

35 lines
970 B
C#

using ChocolArm64.Memory;
using Ryujinx.Graphics.Gal;
using System;
namespace Ryujinx.HLE.Gpu.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.WriteInt32Unchecked(Position + Offset, Pixel);
InOffs += 4;
}
}
}
}
}