UI: Add Skyrim, KAFTL & HW:AOC to RPC.
Minor code improvements and comment fixes.
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@@ -15,7 +15,7 @@ namespace Ryujinx.Graphics.Texture
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private readonly BlockLinearLayout _layoutConverter;
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// Variables for built in iteration.
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// Variables for built-in iteration.
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private int _yPart;
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public OffsetCalculator(
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@@ -73,69 +73,50 @@ namespace Ryujinx.Graphics.Texture
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public int GetOffset(int x, int y)
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{
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if (_isLinear)
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{
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return x * _bytesPerPixel + y * _stride;
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}
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else
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{
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return _layoutConverter.GetOffset(x, y, 0);
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}
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return _layoutConverter.GetOffset(x, y, 0);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public int GetOffset(int x)
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{
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if (_isLinear)
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{
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return x * _bytesPerPixel + _yPart;
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}
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else
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{
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return _layoutConverter.GetOffset(x);
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}
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return _layoutConverter.GetOffset(x);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public int GetOffsetWithLineOffset64(int x)
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{
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if (_isLinear)
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{
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return x + _yPart;
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}
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else
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{
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return _layoutConverter.GetOffsetWithLineOffset64(x);
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}
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return _layoutConverter.GetOffsetWithLineOffset64(x);
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}
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public (int offset, int size) GetRectangleRange(int x, int y, int width, int height)
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{
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if (_isLinear)
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{
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int start = y * Math.Abs(_stride) + x * _bytesPerPixel;
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int end = (y + height - 1) * Math.Abs(_stride) + (x + width) * _bytesPerPixel;
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return (y * _stride + x * _bytesPerPixel, end - start);
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}
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else
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{
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if (!_isLinear)
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return _layoutConverter.GetRectangleRange(x, y, width, height);
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}
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int start = y * Math.Abs(_stride) + x * _bytesPerPixel;
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int end = (y + height - 1) * Math.Abs(_stride) + (x + width) * _bytesPerPixel;
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return (y * _stride + x * _bytesPerPixel, end - start);
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}
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public bool LayoutMatches(OffsetCalculator other)
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{
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if (_isLinear)
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{
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return other._isLinear &&
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_width == other._width &&
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_height == other._height &&
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_stride == other._stride &&
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_bytesPerPixel == other._bytesPerPixel;
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}
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else
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{
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return !other._isLinear && _layoutConverter.LayoutMatches(other._layoutConverter);
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}
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return !other._isLinear && _layoutConverter.LayoutMatches(other._layoutConverter);
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}
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}
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}
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