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Some small sync primitive fixes, logging fixes, started to implement the 2D engine on the GPU, fixed DrawArrays, implemented a few more shader instructions, made a start on nvdrv refactor, etc...
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45
Ryujinx.Graphics/Gpu/TextureWriter.cs
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45
Ryujinx.Graphics/Gpu/TextureWriter.cs
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using ChocolArm64.Memory;
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using Ryujinx.Graphics.Gal;
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using System;
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namespace Ryujinx.Graphics.Gpu
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{
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public static class TextureWriter
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{
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public static void Write(AMemory 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:
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throw new NotImplementedException(Texture.Format.ToString());
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}
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}
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private unsafe static void Write4Bpp(AMemory 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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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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Memory.WriteInt32Unchecked(Texture.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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