forked from Mirror/Ryujinx
923089a298
* Fast path for Inline-to-Memory texture data transfers * Only do it for block linear textures to be on the safe side
31 lines
1.1 KiB
C#
31 lines
1.1 KiB
C#
using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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using System;
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namespace Ryujinx.Graphics.GAL.Multithreading.Commands.Texture
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{
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struct TextureSetDataSliceRegionCommand : IGALCommand
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{
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public CommandType CommandType => CommandType.TextureSetDataSliceRegion;
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private TableRef<ThreadedTexture> _texture;
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private TableRef<byte[]> _data;
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private int _layer;
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private int _level;
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private Rectangle<int> _region;
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public void Set(TableRef<ThreadedTexture> texture, TableRef<byte[]> data, int layer, int level, Rectangle<int> region)
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{
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_texture = texture;
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_data = data;
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_layer = layer;
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_level = level;
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_region = region;
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}
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public static void Run(ref TextureSetDataSliceRegionCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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ThreadedTexture texture = command._texture.Get(threaded);
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texture.Base.SetData(new ReadOnlySpan<byte>(command._data.Get(threaded)), command._layer, command._level, command._region);
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}
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}
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}
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