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
48 lines
1.3 KiB
C#
48 lines
1.3 KiB
C#
using ChocolArm64.Memory;
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using Ryujinx.Graphics.Gal;
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using System;
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namespace Ryujinx.Core.Gpu
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{
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static class TextureWriter
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{
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public static void Write(IAMemory Memory, Texture Texture, byte[] Data)
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{
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switch (Texture.Format)
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{
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case GalTextureFormat.A8B8G8R8: Write4Bpp(Memory, Texture, Data); break;
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default: throw new NotImplementedException(Texture.Format.ToString());
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}
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}
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private unsafe static void Write4Bpp(IAMemory Memory, Texture Texture, byte[] Data)
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{
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int Width = Texture.Width;
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int Height = Texture.Height;
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ISwizzle Swizzle = TextureHelper.GetSwizzle(Texture, Width, 4);
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(AMemory CpuMem, long Position) = TextureHelper.GetMemoryAndPosition(
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Memory,
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Texture.Position);
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fixed (byte* BuffPtr = Data)
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{
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long InOffs = 0;
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for (int Y = 0; Y < Height; Y++)
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for (int X = 0; X < Width; X++)
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{
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long Offset = (uint)Swizzle.GetSwizzleOffset(X, Y);
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int Pixel = *(int*)(BuffPtr + InOffs);
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CpuMem.WriteInt32Unchecked(Position + Offset, Pixel);
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InOffs += 4;
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}
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}
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}
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}
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}
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