mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-22 09:53:35 +01:00
4314a8f3e5
* Add support for events, move concept of domains to IpcService * Support waiting for KThread, remove some test code, other tweaks * Use move handle on NIFM since I can't test that now, it's better to leave it how it was
305 lines
No EOL
10 KiB
C#
305 lines
No EOL
10 KiB
C#
using ChocolArm64.Memory;
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using Ryujinx.Graphics.Gal;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gpu
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{
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class NsGpuPGraph
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{
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private NsGpu Gpu;
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private uint[] Registers;
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public NsGpuEngine[] SubChannels;
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private Dictionary<long, int> CurrentVertexBuffers;
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public NsGpuPGraph(NsGpu Gpu)
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{
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this.Gpu = Gpu;
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Registers = new uint[0x1000];
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SubChannels = new NsGpuEngine[8];
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CurrentVertexBuffers = new Dictionary<long, int>();
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}
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public void ProcessPushBuffer(NsGpuPBEntry[] PushBuffer, AMemory Memory)
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{
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bool HasQuery = false;
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foreach (NsGpuPBEntry Entry in PushBuffer)
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{
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if (Entry.Arguments.Count == 1)
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{
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SetRegister(Entry.Register, (uint)Entry.Arguments[0]);
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}
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switch (Entry.Register)
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{
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case NsGpuRegister.BindChannel:
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if (Entry.Arguments.Count > 0)
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{
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SubChannels[Entry.SubChannel] = (NsGpuEngine)Entry.Arguments[0];
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}
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break;
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case NsGpuRegister._3dVertexArray0Fetch:
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SendVertexBuffers(Memory);
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break;
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case NsGpuRegister._3dCbData0:
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if (GetRegister(NsGpuRegister._3dCbPos) == 0x20)
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{
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SendTexture(Memory);
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}
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break;
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case NsGpuRegister._3dQueryAddressHigh:
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case NsGpuRegister._3dQueryAddressLow:
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case NsGpuRegister._3dQuerySequence:
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case NsGpuRegister._3dQueryGet:
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HasQuery = true;
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break;
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case NsGpuRegister._3dSetShader:
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uint ShaderPrg = (uint)Entry.Arguments[0];
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uint ShaderId = (uint)Entry.Arguments[1];
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uint CodeAddr = (uint)Entry.Arguments[2];
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uint ShaderType = (uint)Entry.Arguments[3];
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uint CodeEnd = (uint)Entry.Arguments[4];
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SendShader(
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Memory,
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ShaderPrg,
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ShaderId,
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CodeAddr,
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ShaderType,
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CodeEnd);
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break;
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}
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}
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if (HasQuery)
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{
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long Position =
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(long)GetRegister(NsGpuRegister._3dQueryAddressHigh) << 32 |
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(long)GetRegister(NsGpuRegister._3dQueryAddressLow) << 0;
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uint Seq = GetRegister(NsGpuRegister._3dQuerySequence);
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uint Get = GetRegister(NsGpuRegister._3dQueryGet);
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uint Mode = Get & 3;
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if (Mode == 0)
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{
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//Write
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Position = Gpu.MemoryMgr.GetCpuAddr(Position);
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if (Position != -1)
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{
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Gpu.Renderer.QueueAction(delegate()
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{
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Memory.WriteUInt32(Position, Seq);
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});
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}
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}
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}
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}
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private void SendVertexBuffers(AMemory Memory)
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{
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long Position =
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(long)GetRegister(NsGpuRegister._3dVertexArray0StartHigh) << 32 |
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(long)GetRegister(NsGpuRegister._3dVertexArray0StartLow) << 0;
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long Limit =
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(long)GetRegister(NsGpuRegister._3dVertexArray0LimitHigh) << 32 |
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(long)GetRegister(NsGpuRegister._3dVertexArray0LimitLow) << 0;
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int VbIndex = CurrentVertexBuffers.Count;
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if (!CurrentVertexBuffers.TryAdd(Position, VbIndex))
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{
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VbIndex = CurrentVertexBuffers[Position];
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}
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if (Limit != 0)
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{
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long Size = (Limit - Position) + 1;
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Position = Gpu.MemoryMgr.GetCpuAddr(Position);
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if (Position != -1)
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{
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byte[] Buffer = AMemoryHelper.ReadBytes(Memory, Position, Size);
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int Stride = (int)GetRegister(NsGpuRegister._3dVertexArray0Fetch) & 0xfff;
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List<GalVertexAttrib> Attribs = new List<GalVertexAttrib>();
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for (int Attr = 0; Attr < 16; Attr++)
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{
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int Packed = (int)GetRegister(NsGpuRegister._3dVertexAttrib0Format + Attr * 4);
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GalVertexAttrib Attrib = new GalVertexAttrib(Attr,
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(Packed >> 0) & 0x1f,
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((Packed >> 6) & 0x1) != 0,
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(Packed >> 7) & 0x3fff,
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(GalVertexAttribSize)((Packed >> 21) & 0x3f),
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(GalVertexAttribType)((Packed >> 27) & 0x7),
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((Packed >> 31) & 0x1) != 0);
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if (Attrib.Offset < Stride)
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{
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Attribs.Add(Attrib);
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}
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}
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Gpu.Renderer.QueueAction(delegate()
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{
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Gpu.Renderer.SendVertexBuffer(VbIndex, Buffer, Stride, Attribs.ToArray());
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});
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}
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}
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}
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private void SendTexture(AMemory Memory)
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{
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long TicPos = (long)GetRegister(NsGpuRegister._3dTicAddressHigh) << 32 |
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(long)GetRegister(NsGpuRegister._3dTicAddressLow) << 0;
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uint CbData = GetRegister(NsGpuRegister._3dCbData0);
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uint TicIndex = (CbData >> 0) & 0xfffff;
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uint TscIndex = (CbData >> 20) & 0xfff; //I guess?
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TicPos = Gpu.MemoryMgr.GetCpuAddr(TicPos + TicIndex * 0x20);
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if (TicPos != -1)
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{
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int Word0 = Memory.ReadInt32(TicPos + 0x0);
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int Word1 = Memory.ReadInt32(TicPos + 0x4);
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int Word2 = Memory.ReadInt32(TicPos + 0x8);
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int Word3 = Memory.ReadInt32(TicPos + 0xc);
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int Word4 = Memory.ReadInt32(TicPos + 0x10);
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int Word5 = Memory.ReadInt32(TicPos + 0x14);
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int Word6 = Memory.ReadInt32(TicPos + 0x18);
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int Word7 = Memory.ReadInt32(TicPos + 0x1c);
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long TexAddress = Word1;
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TexAddress |= (long)(Word2 & 0xff) << 32;
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TexAddress = Gpu.MemoryMgr.GetCpuAddr(TexAddress);
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if (TexAddress != -1)
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{
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NsGpuTextureFormat Format = (NsGpuTextureFormat)(Word0 & 0x7f);
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int Width = (Word4 & 0xffff) + 1;
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int Height = (Word5 & 0xffff) + 1;
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byte[] Buffer = GetDecodedTexture(Memory, Format, TexAddress, Width, Height);
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if (Buffer != null)
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{
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Gpu.Renderer.QueueAction(delegate()
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{
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Gpu.Renderer.SendR8G8B8A8Texture(0, Buffer, Width, Height);
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});
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}
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}
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}
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}
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private void SendShader(
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AMemory Memory,
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uint ShaderPrg,
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uint ShaderId,
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uint CodeAddr,
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uint ShaderType,
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uint CodeEnd)
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{
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long CodePos = Gpu.MemoryMgr.GetCpuAddr(CodeAddr);
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byte[] Data = AMemoryHelper.ReadBytes(Memory, CodePos, 0x300);
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}
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private static byte[] GetDecodedTexture(
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AMemory Memory,
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NsGpuTextureFormat Format,
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long Position,
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int Width,
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int Height)
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{
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byte[] Data = null;
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switch (Format)
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{
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case NsGpuTextureFormat.BC1:
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{
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int Size = (Width * Height) >> 1;
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Data = AMemoryHelper.ReadBytes(Memory, Position, Size);
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Data = BCn.DecodeBC1(new NsGpuTexture()
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{
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Width = Width,
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Height = Height,
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Data = Data
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}, 0);
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break;
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}
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case NsGpuTextureFormat.BC2:
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{
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int Size = Width * Height;
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Data = AMemoryHelper.ReadBytes(Memory, Position, Size);
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Data = BCn.DecodeBC2(new NsGpuTexture()
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{
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Width = Width,
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Height = Height,
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Data = Data
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}, 0);
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break;
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}
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case NsGpuTextureFormat.BC3:
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{
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int Size = Width * Height;
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Data = AMemoryHelper.ReadBytes(Memory, Position, Size);
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Data = BCn.DecodeBC3(new NsGpuTexture()
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{
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Width = Width,
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Height = Height,
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Data = Data
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}, 0);
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break;
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}
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//default: throw new NotImplementedException(Format.ToString());
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}
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return Data;
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}
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public uint GetRegister(NsGpuRegister Register)
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{
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return Registers[((int)Register >> 2) & 0xfff];
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}
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public void SetRegister(NsGpuRegister Register, uint Value)
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{
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Registers[((int)Register >> 2) & 0xfff] = Value;
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}
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}
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} |