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	* Move GPU LLE emulation from HLE to Graphics * Graphics: Move Gal/Texture to Texture * Remove Engines/ directory and namespace * Use tables for image formats * Abstract OpCode decoding * Simplify image table * Do not leak Read* symbols in TextureReader * Fixups * Rename IGalFrameBuffer -> IGalRenderTarget * Remove MaxBpp hardcoded value * Change yet again texture data and add G8R8 flipping * Rename GalFrameBufferFormat to GalSurfaceFormat * Unident EnsureSetup in ImageHandler * Add IsCompressed * Address some feedback
		
			
				
	
	
		
			24 lines
		
	
	
		
			586 B
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			24 lines
		
	
	
		
			586 B
		
	
	
	
		
			C#
		
	
	
	
	
	
| namespace Ryujinx.Graphics.Texture
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| {
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|     static class ImageConverter
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|     {
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|         public static byte[] G8R8ToR8G8(
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|             byte[] Data,
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|             int    Width,
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|             int    Height,
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|             int    Depth)
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|         {
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|             int Texels = Width * Height * Depth;
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| 
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|             byte[] Output = new byte[Texels * 2];
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| 
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|             for (int Texel = 0; Texel < Texels; Texel++)
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|             {
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|                 Output[Texel * 2 + 0] = Data[Texel * 2 + 1];
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|                 Output[Texel * 2 + 1] = Data[Texel * 2 + 0];
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|             }
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| 
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|             return Output;
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|         }
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|     }
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| } |