Update TextureReader.cs

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LDj3SNuD 2018-04-08 21:56:11 +02:00 committed by GitHub
parent 76d9e2763a
commit 3d1c082a58
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@ -11,6 +11,7 @@ namespace Ryujinx.Graphics.Gpu
switch (Texture.Format)
{
case GalTextureFormat.A8B8G8R8: return Read4Bpp (Memory, Texture);
case GalTextureFormat.A1B5G5R5: return Read2Bpp (Memory, Texture);
case GalTextureFormat.BC1: return Read8Bpt4x4 (Memory, Texture);
case GalTextureFormat.BC2: return Read16Bpt4x4(Memory, Texture);
case GalTextureFormat.BC3: return Read16Bpt4x4(Memory, Texture);
@ -48,6 +49,35 @@ namespace Ryujinx.Graphics.Gpu
return Output;
}
private unsafe static byte[] Read2Bpp(AMemory Memory, Texture Texture)
{
int Width = Texture.Width;
int Height = Texture.Height;
byte[] Output = new byte[Width * Height * 2];
ISwizzle Swizzle = GetSwizzle(Texture.Swizzle, Width, 2, Texture.BlockHeight);
fixed (byte* BuffPtr = Output)
{
long OutOffs = 0;
for (int Y = 0; Y < Height; Y++)
for (int X = 0; X < Width; X++)
{
long Offset = (uint)Swizzle.GetSwizzleOffset(X, Y);
short Pixel = Memory.ReadInt16Unchecked(Texture.Position + Offset);
*(short*)(BuffPtr + OutOffs) = Pixel;
OutOffs += 2;
}
}
return Output;
}
private unsafe static byte[] Read8Bpt4x4(AMemory Memory, Texture Texture)
{
int Width = (Texture.Width + 3) / 4;