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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
		
			
				
	
	
		
			19 lines
		
	
	
		
			380 B
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			19 lines
		
	
	
		
			380 B
		
	
	
	
		
			C#
		
	
	
	
	
	
| namespace Ryujinx.Graphics.Texture
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| {
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|     class LinearSwizzle : ISwizzle
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|     {
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|         private int Pitch;
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|         private int Bpp;
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| 
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|         public LinearSwizzle(int Pitch, int Bpp)
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|         {
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|             this.Pitch = Pitch;
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|             this.Bpp   = Bpp;
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|         }
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| 
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|         public int GetSwizzleOffset(int X, int Y)
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|         {
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|             return X * Bpp + Y * Pitch;
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|         }
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|     }
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| } |