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![Alex Barney](/assets/img/avatar_default.png)
* 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
87 lines
2.7 KiB
C#
87 lines
2.7 KiB
C#
using Ryujinx.Graphics.Texture;
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namespace Ryujinx.Graphics.Gal
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{
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public struct GalImage
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{
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public int Width;
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public int Height;
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// FIXME: separate layer and depth
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public int Depth;
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public int LayerCount;
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public int TileWidth;
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public int GobBlockHeight;
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public int GobBlockDepth;
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public int Pitch;
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public int MaxMipmapLevel;
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public GalImageFormat Format;
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public GalMemoryLayout Layout;
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public GalTextureSource XSource;
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public GalTextureSource YSource;
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public GalTextureSource ZSource;
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public GalTextureSource WSource;
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public GalTextureTarget TextureTarget;
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public GalImage(
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int width,
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int height,
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int depth,
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int layerCount,
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int tileWidth,
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int gobBlockHeight,
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int gobBlockDepth,
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GalMemoryLayout layout,
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GalImageFormat format,
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GalTextureTarget textureTarget,
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int maxMipmapLevel = 1,
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GalTextureSource xSource = GalTextureSource.Red,
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GalTextureSource ySource = GalTextureSource.Green,
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GalTextureSource zSource = GalTextureSource.Blue,
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GalTextureSource wSource = GalTextureSource.Alpha)
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{
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Width = width;
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Height = height;
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LayerCount = layerCount;
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Depth = depth;
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TileWidth = tileWidth;
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GobBlockHeight = gobBlockHeight;
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GobBlockDepth = gobBlockDepth;
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Layout = layout;
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Format = format;
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MaxMipmapLevel = maxMipmapLevel;
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XSource = xSource;
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YSource = ySource;
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ZSource = zSource;
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WSource = wSource;
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TextureTarget = textureTarget;
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Pitch = ImageUtils.GetPitch(format, width);
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}
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public bool SizeMatches(GalImage image, bool ignoreLayer = false)
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{
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if (ImageUtils.GetBytesPerPixel(Format) !=
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ImageUtils.GetBytesPerPixel(image.Format))
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{
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return false;
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}
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if (ImageUtils.GetAlignedWidth(this) !=
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ImageUtils.GetAlignedWidth(image))
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{
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return false;
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}
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bool result = Height == image.Height && Depth == image.Depth;
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if (!ignoreLayer)
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{
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result = result && LayerCount == image.LayerCount;
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}
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return result;
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}
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}
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} |