Ryujinx-uplift/Ryujinx.Graphics/Graphics3d/Texture/TextureHelper.cs
Alex Barney 1f554c1093 Do naming refactoring on Ryujinx.Graphics (#611)
* Renaming part 1

* Renaming part 2

* Renaming part 3

* Renaming part 4

* Renaming part 5

* Renaming part 6

* Renaming part 7

* Renaming part 8

* Renaming part 9

* Renaming part 10

* General cleanup

* Thought I got all of these

* Apply #595

* Additional renaming

* Tweaks from feedback

* Rename files
2019-03-04 12:45:25 +11:00

54 lines
1.7 KiB
C#

using ChocolArm64.Memory;
using Ryujinx.Common;
using Ryujinx.Graphics.Gal;
using Ryujinx.Graphics.Memory;
namespace Ryujinx.Graphics.Texture
{
static class TextureHelper
{
public static ISwizzle GetSwizzle(GalImage image)
{
int blockWidth = ImageUtils.GetBlockWidth (image.Format);
int blockHeight = ImageUtils.GetBlockHeight (image.Format);
int blockDepth = ImageUtils.GetBlockDepth (image.Format);
int bytesPerPixel = ImageUtils.GetBytesPerPixel(image.Format);
int width = BitUtils.DivRoundUp(image.Width, blockWidth);
int height = BitUtils.DivRoundUp(image.Height, blockHeight);
int depth = BitUtils.DivRoundUp(image.Depth, blockDepth);
if (image.Layout == GalMemoryLayout.BlockLinear)
{
int alignMask = image.TileWidth * (64 / bytesPerPixel) - 1;
width = (width + alignMask) & ~alignMask;
return new BlockLinearSwizzle(
width,
height,
depth,
image.GobBlockHeight,
image.GobBlockDepth,
bytesPerPixel);
}
else
{
return new LinearSwizzle(image.Pitch, bytesPerPixel, width, height);
}
}
public static (MemoryManager Memory, long Position) GetMemoryAndPosition(
IMemory memory,
long position)
{
if (memory is NvGpuVmm vmm)
{
return (vmm.Memory, vmm.GetPhysicalAddress(position));
}
return ((MemoryManager)memory, position);
}
}
}