Move GPU emulation from Ryujinx.HLE to Ryujinx.Graphics and misc changes (#402)
* 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
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58 changed files with 3378 additions and 3448 deletions
51
Ryujinx.Graphics/Gal/IGalRenderTarget.cs
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Ryujinx.Graphics/Gal/IGalRenderTarget.cs
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using System;
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namespace Ryujinx.Graphics.Gal
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{
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public interface IGalRenderTarget
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{
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void BindColor(long Key, int Attachment);
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void UnbindColor(int Attachment);
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void BindZeta(long Key);
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void UnbindZeta();
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void BindTexture(long Key, int Index);
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void Set(long Key);
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void Set(byte[] Data, int Width, int Height);
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void SetMap(int[] Map);
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void SetTransform(bool FlipX, bool FlipY, int Top, int Left, int Right, int Bottom);
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void SetWindowSize(int Width, int Height);
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void SetViewport(int X, int Y, int Width, int Height);
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void Render();
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void Copy(
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long SrcKey,
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long DstKey,
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int SrcX0,
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int SrcY0,
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int SrcX1,
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int SrcY1,
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int DstX0,
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int DstY0,
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int DstX1,
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int DstY1);
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void GetBufferData(long Key, Action<byte[]> Callback);
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void SetBufferData(
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long Key,
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int Width,
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int Height,
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byte[] Buffer);
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}
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}
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