private void refreshOfffsetLines() { var itemPoints = scaledOnlyDefinitionTransformation(_shapeDefinition); itemPoints = OffsetCalculator.Join(itemPoints); var offsetClusters = new List <Point2Dmm[]>(); var remainingClusters = new HashSet <Point2Dmm[]>(itemPoints); for (var i = 0; i < 10; ++i) { if (remainingClusters.Count == 0) { break; } foreach (var cluster in remainingClusters.ToArray()) { var offsetCalculator = new OffsetCalculator(cluster); var offsetPoints = offsetCalculator.WithOffset(1.0 + 1 * i); if (offsetPoints.Any()) { offsetClusters.AddRange(offsetPoints); } else { remainingClusters.Remove(cluster); } } } _currentOffsetLines = offsetClusters.OrderByDescending(c => c.Select(p => p.C2).Min()).ToArray(); }
/// <summary> /// Performs actual copy of the inline data after the transfer is finished. /// </summary> private void FinishTransfer() { Span <byte> data = MemoryMarshal.Cast <int, byte>(_buffer).Slice(0, _size); if (_isLinear && _params.LineCount == 1) { ulong address = _context.MemoryManager.Translate(_params.DstAddress.Pack()); _context.PhysicalMemory.Write(address, data); } else { var dstCalculator = new OffsetCalculator( _params.DstWidth, _params.DstHeight, _params.DstStride, _isLinear, _params.DstMemoryLayout.UnpackGobBlocksInY(), 1); int srcOffset = 0; ulong dstBaseAddress = _context.MemoryManager.Translate(_params.DstAddress.Pack()); for (int y = _params.DstY; y < _params.DstY + _params.LineCount; y++) { int x1 = _params.DstX; int x2 = _params.DstX + _params.LineLengthIn; int x2Trunc = _params.DstX + BitUtils.AlignDown(_params.LineLengthIn, 16); int x; for (x = x1; x < x2Trunc; x += 16, srcOffset += 16) { int dstOffset = dstCalculator.GetOffset(x, y); ulong dstAddress = dstBaseAddress + (ulong)dstOffset; Span <byte> pixel = data.Slice(srcOffset, 16); _context.PhysicalMemory.Write(dstAddress, pixel); } for (; x < x2; x++, srcOffset++) { int dstOffset = dstCalculator.GetOffset(x, y); ulong dstAddress = dstBaseAddress + (ulong)dstOffset; Span <byte> pixel = data.Slice(srcOffset, 1); _context.PhysicalMemory.Write(dstAddress, pixel); } } } _finished = true; _context.AdvanceSequence(); }
public IEnumerable <Coord> MakeListOfConvertedTokens(Player p, int x, int y) { var playChanges = new List <Coord>(); OffsetCalculator calc = new OffsetCalculator(x, y); for (int dir = 0; dir < 9; dir++) { calc.setDirection(dir); int length = CountLine(p, calc); calc.MakeOffset(length); if (LineShouldChangeOwnership(length, calc, p)) { var lineChanges = ListChangesInLine(length, calc); playChanges.AddRange(lineChanges); } } if (playChanges.Any()) {//als er een lege plaats wordt aangeklikt, kom je hier zeker al terecht playChanges.Add(new Coord(x, y)); } return(playChanges); }
private IEnumerable <Coord> ListChangesInLine(int length, OffsetCalculator calc) { for (int i = length - 1; i > 0; i--) { calc.MakeOffset(i); yield return(new Coord(calc.ResultX, calc.ResultY)); } }
public HUDHeadExplosionController(HUDHeadExplosionParticle e, Vec2d spawnForce, StandardGameHUD pHud, OffsetCalculator pOffset) : base(e) { hud = pHud; movementDelta = spawnForce; target = pHud.GetHeadTarget(); offset = pOffset; }
protected override void OnRender(DrawingContext dc) { base.OnRender(dc); if (_drawEvents == null) { var loader = new ShapeFactory3D(); //var points = loader.Load("./test_offset3.png", out _).First().Reverse(); var points = OffsetCalculator.Join(loader.Load("./test_islands.png", out _).Reverse()).First().ToArray(); /*/ * points = new Point2Dmm[] * { * new Point2Dmm(0,0), * new Point2Dmm(100, 0), * new Point2Dmm(100, 100), * new Point2Dmm(60, 100), * new Point2Dmm(80, 110), * new Point2Dmm(30, 110), * new Point2Dmm(20, 100), * new Point2Dmm(0, 100), * * new Point2Dmm(0,0), * };/**/ /*/ * points = new Point2Dmm[] * { * new Point2Dmm(70,60), * new Point2Dmm(40,20), * new Point2Dmm(120,20), * new Point2Dmm(100,60), * new Point2Dmm(105,25), * new Point2Dmm(60,25), * new Point2Dmm(140,140), * new Point2Dmm(70,140), * * new Point2Dmm(70,60), * };/**/ var offset = new OffsetCalculator(points, true); offset.WithOffset(40); _drawEvents = offset.GetUpdateSnapshots().ToArray(); _slider.Maximum = _drawEvents.Length - 1; _slider.Value = _slider.Maximum; } var snapshotToDisplay = _drawEvents[(int)_slider.Value]; foreach (var evt in snapshotToDisplay) { evt.Draw(dc); } }
void Update() { Vector2 mousePos = OffsetCalculator.GetMousePos(); this.transform.position = mousePos; if (CanBuildHere()) { spriteRenderer.color = new Color(0, 1, 0.29f, 0.30f); } else { spriteRenderer.color = new Color(1, 0, 0, 0.30f); } }
void Shoot(Vector3 dir, float defaultMargin = 0, float maxDistance = 500f) { switch (weaponComponent.weapon) { case 0: break; case 1: //Mouse and playerTorso position variables. Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); Vector3 pos = playerTorso.transform.position + new Vector3(0, heightOffsetY, playerTorso.transform.position.z); //Ray Propierties RaycastHit2D hit; float rayMargin = Random.Range(-defaultMargin, defaultMargin); Vector3 rayDirection = (new Vector3(0, rayMargin, 0) + dir); float rayDistance = maxDistance; //Calculate Offset float ang = Vector2.Angle(Vector2.right, dir); offsetPosition = OffsetCalculator.GetOffsetPosition(mousePos.y > pos.y, pos, ang, lengthOffsetX, lengthOffsetY); //Shoot hit = Physics2D.Raycast(pos, rayDirection, rayDistance, shootingLayer); //Cosmetic //TODO: Clamp shotLength to the distance between offsetPosition and hit.point Vector3 lineOffset = OffsetCalculator.GetOffsetPosition(mousePos.y > pos.y, pos, ang, shotLength, shotLength); DrawLine(offsetPosition, lineOffset, Color.white, 0.1f); // TODO: effect if (hit.collider != null) { //Debug Actual hit Debug.DrawRay(offsetPosition, hit.point - (Vector2)offsetPosition, Color.red, 0); Rigidbody2D hitRb = hit.collider.GetComponent <Rigidbody2D>(); if (hitRb.bodyType != RigidbodyType2D.Static) { hitRb.velocity = new Vector2(30, 0); //temporal kickback targert hit.collider.GetComponent <HealthComponent>().Damage(50); //placeholder damager } } break; } }
private int CountLine(Player p, OffsetCalculator calc) { int offset = 0; do { offset++; calc.MakeOffset(offset); } while (board.CanOvertakeToken(p, calc.ResultX, calc.ResultY)); if (!board.IsInBoard(calc.ResultX, calc.ResultY) || board[calc.ResultX, calc.ResultY] != p) { offset = 0; } return(offset); }
private static System.Windows.Point[] filter(Point2Dmm[] arg) { var result = new List <System.Windows.Point>(); foreach (var point in arg) { var p = OffsetCalculator.AsPoint(point); if (result.Count > 0 && (result.Last() - p).Length < 0.1) { continue; } result.Add(p); } return(result.ToArray()); }
public bool CanPlayThere(Player p, int x, int y) { if (!IsValidPlay(p, x, y)) { return(false); } var calc = new OffsetCalculator(x, y); for (int dir = 0; dir < 9; dir++) { calc.setDirection(dir); int offset = CountLine(p, calc); if (offset > 1) { return(true); } } return(false); }
// Update is called once per frame void Update() { if (player != null) { //this.transform.position = new Vector3(player.transform.position.x,this.transform.position.y,-10); //TODO: make it less terrible if (player.GetComponent <MainScriptPlayer>().isAiming&& zoomEnabled) { Vector3 plypos = player.transform.position; Vector3 mousePos = OffsetCalculator.GetMousePos(); float angle = Vector2.Angle(Vector2.right, mousePos - plypos); Vector3 aimPos = OffsetCalculator.GetOffsetPosition(plypos.y < mousePos.y, plypos, angle, zoomSize, zoomSize); Debug.DrawRay(plypos, mousePos - plypos, Color.cyan); this.transform.position = new Vector3(aimPos.x, aimPos.y, -10); } else { this.transform.position = new Vector3(player.transform.position.x, player.transform.position.y, -10); } } }
/// <summary> /// Performs a buffer to buffer, or buffer to texture copy. /// </summary> /// <param name="state">Current GPU state</param> /// <param name="argument">Method call argument</param> private void CopyBuffer(GpuState state, int argument) { var cbp = state.Get <CopyBufferParams>(MethodOffset.CopyBufferParams); var swizzle = state.Get <CopyBufferSwizzle>(MethodOffset.CopyBufferSwizzle); bool srcLinear = (argument & (1 << 7)) != 0; bool dstLinear = (argument & (1 << 8)) != 0; bool copy2D = (argument & (1 << 9)) != 0; int size = cbp.XCount; if (size == 0) { return; } if (copy2D) { // Buffer to texture copy. int srcBpp = swizzle.UnpackSrcComponentsCount() * swizzle.UnpackComponentSize(); int dstBpp = swizzle.UnpackDstComponentsCount() * swizzle.UnpackComponentSize(); var dst = state.Get <CopyBufferTexture>(MethodOffset.CopyBufferDstTexture); var src = state.Get <CopyBufferTexture>(MethodOffset.CopyBufferSrcTexture); var srcCalculator = new OffsetCalculator( src.Width, src.Height, cbp.SrcStride, srcLinear, src.MemoryLayout.UnpackGobBlocksInY(), srcBpp); var dstCalculator = new OffsetCalculator( dst.Width, dst.Height, cbp.DstStride, dstLinear, dst.MemoryLayout.UnpackGobBlocksInY(), dstBpp); ulong srcBaseAddress = _context.MemoryManager.Translate(cbp.SrcAddress.Pack()); ulong dstBaseAddress = _context.MemoryManager.Translate(cbp.DstAddress.Pack()); for (int y = 0; y < cbp.YCount; y++) { for (int x = 0; x < cbp.XCount; x++) { int srcOffset = srcCalculator.GetOffset(src.RegionX + x, src.RegionY + y); int dstOffset = dstCalculator.GetOffset(dst.RegionX + x, dst.RegionY + y); ulong srcAddress = srcBaseAddress + (ulong)srcOffset; ulong dstAddress = dstBaseAddress + (ulong)dstOffset; ReadOnlySpan <byte> pixel = _context.PhysicalMemory.GetSpan(srcAddress, (ulong)srcBpp); _context.PhysicalMemory.Write(dstAddress, pixel); } } } else { // Buffer to buffer copy. BufferManager.CopyBuffer(cbp.SrcAddress, cbp.DstAddress, (uint)size); } }
/// <summary> /// Performs a buffer to buffer, or buffer to texture copy. /// </summary> /// <param name="state">Current GPU state</param> /// <param name="argument">Method call argument</param> private void CopyBuffer(GpuState state, int argument) { var cbp = state.Get <CopyBufferParams>(MethodOffset.CopyBufferParams); var swizzle = state.Get <CopyBufferSwizzle>(MethodOffset.CopyBufferSwizzle); CopyFlags copyFlags = (CopyFlags)argument; bool srcLinear = copyFlags.HasFlag(CopyFlags.SrcLinear); bool dstLinear = copyFlags.HasFlag(CopyFlags.DstLinear); bool copy2D = copyFlags.HasFlag(CopyFlags.MultiLineEnable); bool remap = copyFlags.HasFlag(CopyFlags.RemapEnable); int size = cbp.XCount; if (size == 0) { return; } if (copy2D) { // Buffer to texture copy. int srcBpp = remap ? swizzle.UnpackSrcComponentsCount() * swizzle.UnpackComponentSize() : 1; int dstBpp = remap ? swizzle.UnpackDstComponentsCount() * swizzle.UnpackComponentSize() : 1; var dst = state.Get <CopyBufferTexture>(MethodOffset.CopyBufferDstTexture); var src = state.Get <CopyBufferTexture>(MethodOffset.CopyBufferSrcTexture); var srcCalculator = new OffsetCalculator( src.Width, src.Height, cbp.SrcStride, srcLinear, src.MemoryLayout.UnpackGobBlocksInY(), src.MemoryLayout.UnpackGobBlocksInZ(), srcBpp); var dstCalculator = new OffsetCalculator( dst.Width, dst.Height, cbp.DstStride, dstLinear, dst.MemoryLayout.UnpackGobBlocksInY(), dst.MemoryLayout.UnpackGobBlocksInZ(), dstBpp); ulong srcBaseAddress = _context.MemoryManager.Translate(cbp.SrcAddress.Pack()); ulong dstBaseAddress = _context.MemoryManager.Translate(cbp.DstAddress.Pack()); (int srcBaseOffset, int srcSize) = srcCalculator.GetRectangleRange(src.RegionX, src.RegionY, cbp.XCount, cbp.YCount); (int dstBaseOffset, int dstSize) = dstCalculator.GetRectangleRange(dst.RegionX, dst.RegionY, cbp.XCount, cbp.YCount); ReadOnlySpan <byte> srcSpan = _context.PhysicalMemory.GetSpan(srcBaseAddress + (ulong)srcBaseOffset, srcSize, true); Span <byte> dstSpan = _context.PhysicalMemory.GetSpan(dstBaseAddress + (ulong)dstBaseOffset, dstSize).ToArray(); bool completeSource = IsTextureCopyComplete(cbp, src, srcLinear, srcBpp, cbp.SrcStride); bool completeDest = IsTextureCopyComplete(cbp, dst, dstLinear, dstBpp, cbp.DstStride); if (completeSource && completeDest) { Image.Texture target = TextureManager.FindTexture(dst, cbp, swizzle, dstLinear); if (target != null) { ReadOnlySpan <byte> data; if (srcLinear) { data = LayoutConverter.ConvertLinearStridedToLinear( target.Info.Width, target.Info.Height, 1, 1, cbp.SrcStride, target.Info.FormatInfo.BytesPerPixel, srcSpan); } else { data = LayoutConverter.ConvertBlockLinearToLinear( src.Width, src.Height, 1, target.Info.Levels, 1, 1, 1, srcBpp, src.MemoryLayout.UnpackGobBlocksInY(), src.MemoryLayout.UnpackGobBlocksInZ(), 1, new SizeInfo((int)target.Size), srcSpan); } target.SetData(data); target.SignalModified(); return; } else if (srcCalculator.LayoutMatches(dstCalculator)) { srcSpan.CopyTo(dstSpan); // No layout conversion has to be performed, just copy the data entirely. _context.PhysicalMemory.Write(dstBaseAddress + (ulong)dstBaseOffset, dstSpan); return; } } unsafe bool Convert <T>(Span <byte> dstSpan, ReadOnlySpan <byte> srcSpan) where T : unmanaged { fixed(byte *dstPtr = dstSpan, srcPtr = srcSpan) { byte *dstBase = dstPtr - dstBaseOffset; // Layout offset is relative to the base, so we need to subtract the span's offset. byte *srcBase = srcPtr - srcBaseOffset; for (int y = 0; y < cbp.YCount; y++) { srcCalculator.SetY(src.RegionY + y); dstCalculator.SetY(dst.RegionY + y); for (int x = 0; x < cbp.XCount; x++) { int srcOffset = srcCalculator.GetOffset(src.RegionX + x); int dstOffset = dstCalculator.GetOffset(dst.RegionX + x); *(T *)(dstBase + dstOffset) = *(T *)(srcBase + srcOffset); } } } return(true); } bool _ = srcBpp switch { 1 => Convert <byte>(dstSpan, srcSpan), 2 => Convert <ushort>(dstSpan, srcSpan), 4 => Convert <uint>(dstSpan, srcSpan), 8 => Convert <ulong>(dstSpan, srcSpan), 12 => Convert <Bpp12Pixel>(dstSpan, srcSpan), 16 => Convert <Vector128 <byte> >(dstSpan, srcSpan), _ => throw new NotSupportedException($"Unable to copy ${srcBpp} bpp pixel format.") }; _context.PhysicalMemory.Write(dstBaseAddress + (ulong)dstBaseOffset, dstSpan); } else { if (remap && swizzle.UnpackDstX() == BufferSwizzleComponent.ConstA && swizzle.UnpackDstY() == BufferSwizzleComponent.ConstA && swizzle.UnpackDstZ() == BufferSwizzleComponent.ConstA && swizzle.UnpackDstW() == BufferSwizzleComponent.ConstA && swizzle.UnpackSrcComponentsCount() == 1 && swizzle.UnpackDstComponentsCount() == 1 && swizzle.UnpackComponentSize() == 4) { // Fast path for clears when remap is enabled. BufferManager.ClearBuffer(cbp.DstAddress, (uint)size * 4, state.Get <uint>(MethodOffset.CopyBufferConstA)); } else { // TODO: Implement remap functionality. // Buffer to buffer copy. BufferManager.CopyBuffer(cbp.SrcAddress, cbp.DstAddress, (uint)size); } } }
/// <summary> /// Performs a full data copy between two textures, reading and writing guest memory directly. /// The textures must have a matching layout, size, and bytes per pixel. /// </summary> /// <param name="src">The source texture</param> /// <param name="dst">The destination texture</param> /// <param name="w">Copy width</param> /// <param name="h">Copy height</param> /// <param name="bpp">Bytes per pixel</param> private void UnscaledFullCopy(TwodTexture src, TwodTexture dst, int w, int h, int bpp) { var srcCalculator = new OffsetCalculator( w, h, src.Stride, src.LinearLayout, src.MemoryLayout.UnpackGobBlocksInY(), src.MemoryLayout.UnpackGobBlocksInZ(), bpp); (int _, int srcSize) = srcCalculator.GetRectangleRange(0, 0, w, h); var memoryManager = _channel.MemoryManager; ulong srcGpuVa = src.Address.Pack(); ulong dstGpuVa = dst.Address.Pack(); ReadOnlySpan <byte> srcSpan = memoryManager.GetSpan(srcGpuVa, srcSize, true); int width; int height = src.Height; if (src.LinearLayout) { width = src.Stride / bpp; } else { width = src.Width; } // If the copy is not equal to the width and height of the texture, we will need to copy partially. // It's worth noting that it has already been established that the src and dst are the same size. if (w == width && h == height) { memoryManager.Write(dstGpuVa, srcSpan); } else { using WritableRegion dstRegion = memoryManager.GetWritableRegion(dstGpuVa, srcSize, true); Span <byte> dstSpan = dstRegion.Memory.Span; if (src.LinearLayout) { int stride = src.Stride; int offset = 0; int lineSize = width * bpp; for (int y = 0; y < height; y++) { srcSpan.Slice(offset, lineSize).CopyTo(dstSpan.Slice(offset)); offset += stride; } } else { // Copy with the block linear layout in mind. // Recreate the offset calculate with bpp 1 for copy. int stride = w * bpp; srcCalculator = new OffsetCalculator( stride, h, 0, false, src.MemoryLayout.UnpackGobBlocksInY(), src.MemoryLayout.UnpackGobBlocksInZ(), 1); int strideTrunc = BitUtils.AlignDown(stride, 16); ReadOnlySpan <Vector128 <byte> > srcVec = MemoryMarshal.Cast <byte, Vector128 <byte> >(srcSpan); Span <Vector128 <byte> > dstVec = MemoryMarshal.Cast <byte, Vector128 <byte> >(dstSpan); for (int y = 0; y < h; y++) { int x = 0; srcCalculator.SetY(y); for (; x < strideTrunc; x += 16) { int offset = srcCalculator.GetOffset(x) >> 4; dstVec[offset] = srcVec[offset]; } for (; x < stride; x++) { int offset = srcCalculator.GetOffset(x); dstSpan[offset] = srcSpan[offset]; } } } } }
private bool LineShouldChangeOwnership(int length, OffsetCalculator calc, Player p) { return(length > 0 && board[calc.ResultX, calc.ResultY] == p); }
private unsafe static void WriteChroma( Span <byte> dst, ReadOnlySpan <byte> srcU, ReadOnlySpan <byte> srcV, int srcStride, int width, int height) { OffsetCalculator calc = new OffsetCalculator(width, height, 0, false, 2, 2); if (Sse2.IsSupported) { int strideTrunc64 = BitUtils.AlignDown(width * 2, 64); int inStrideGap = srcStride - width; fixed(byte *outputPtr = dst, srcUPtr = srcU, srcVPtr = srcV) { byte *inUPtr = srcUPtr; byte *inVPtr = srcVPtr; for (int y = 0; y < height; y++) { calc.SetY(y); for (int x = 0; x < strideTrunc64; x += 64, inUPtr += 32, inVPtr += 32) { byte *offset = outputPtr + calc.GetOffsetWithLineOffset64(x); byte *offset2 = offset + 0x20; byte *offset3 = offset + 0x100; byte *offset4 = offset + 0x120; Vector128 <byte> value = *(Vector128 <byte> *)inUPtr; Vector128 <byte> value2 = *(Vector128 <byte> *)inVPtr; Vector128 <byte> value3 = *(Vector128 <byte> *)(inUPtr + 16); Vector128 <byte> value4 = *(Vector128 <byte> *)(inVPtr + 16); Vector128 <byte> uv0 = Sse2.UnpackLow(value, value2); Vector128 <byte> uv1 = Sse2.UnpackHigh(value, value2); Vector128 <byte> uv2 = Sse2.UnpackLow(value3, value4); Vector128 <byte> uv3 = Sse2.UnpackHigh(value3, value4); *(Vector128 <byte> *)offset = uv0; *(Vector128 <byte> *)offset2 = uv1; *(Vector128 <byte> *)offset3 = uv2; *(Vector128 <byte> *)offset4 = uv3; } for (int x = strideTrunc64 / 2; x < width; x++, inUPtr++, inVPtr++) { byte *offset = outputPtr + calc.GetOffset(x); *offset = *inUPtr; *(offset + 1) = *inVPtr; } inUPtr += inStrideGap; inVPtr += inStrideGap; } } } else { for (int y = 0; y < height; y++) { int srcBaseOffset = y * srcStride; calc.SetY(y); for (int x = 0; x < width; x++) { int dstOffset = calc.GetOffset(x); dst[dstOffset + 0] = srcU[srcBaseOffset + x]; dst[dstOffset + 1] = srcV[srcBaseOffset + x]; } } } }
private unsafe static void ReadChroma( Span <byte> dstU, Span <byte> dstV, ReadOnlySpan <byte> src, int dstStride, int width, int height) { OffsetCalculator calc = new OffsetCalculator(width, height, 0, false, 2, 2); if (Sse2.IsSupported) { int strideTrunc64 = BitUtils.AlignDown(width * 2, 64); int outStrideGap = dstStride - width; fixed(byte *dstUPtr = dstU, dstVPtr = dstV, dataPtr = src) { byte *uPtr = dstUPtr; byte *vPtr = dstVPtr; for (int y = 0; y < height; y++) { calc.SetY(y); for (int x = 0; x < strideTrunc64; x += 64, uPtr += 32, vPtr += 32) { byte *offset = dataPtr + calc.GetOffsetWithLineOffset64(x); byte *offset2 = offset + 0x20; byte *offset3 = offset + 0x100; byte *offset4 = offset + 0x120; Vector128 <byte> value = *(Vector128 <byte> *)offset; Vector128 <byte> value2 = *(Vector128 <byte> *)offset2; Vector128 <byte> value3 = *(Vector128 <byte> *)offset3; Vector128 <byte> value4 = *(Vector128 <byte> *)offset4; Vector128 <byte> u00 = Sse2.UnpackLow(value, value2); Vector128 <byte> v00 = Sse2.UnpackHigh(value, value2); Vector128 <byte> u01 = Sse2.UnpackLow(value3, value4); Vector128 <byte> v01 = Sse2.UnpackHigh(value3, value4); Vector128 <byte> u10 = Sse2.UnpackLow(u00, v00); Vector128 <byte> v10 = Sse2.UnpackHigh(u00, v00); Vector128 <byte> u11 = Sse2.UnpackLow(u01, v01); Vector128 <byte> v11 = Sse2.UnpackHigh(u01, v01); Vector128 <byte> u20 = Sse2.UnpackLow(u10, v10); Vector128 <byte> v20 = Sse2.UnpackHigh(u10, v10); Vector128 <byte> u21 = Sse2.UnpackLow(u11, v11); Vector128 <byte> v21 = Sse2.UnpackHigh(u11, v11); Vector128 <byte> u30 = Sse2.UnpackLow(u20, v20); Vector128 <byte> v30 = Sse2.UnpackHigh(u20, v20); Vector128 <byte> u31 = Sse2.UnpackLow(u21, v21); Vector128 <byte> v31 = Sse2.UnpackHigh(u21, v21); *(Vector128 <byte> *)uPtr = u30; *(Vector128 <byte> *)(uPtr + 16) = u31; *(Vector128 <byte> *)vPtr = v30; *(Vector128 <byte> *)(vPtr + 16) = v31; } for (int x = strideTrunc64 / 2; x < width; x++, uPtr++, vPtr++) { byte *offset = dataPtr + calc.GetOffset(x); *uPtr = *offset; *vPtr = *(offset + 1); } uPtr += outStrideGap; vPtr += outStrideGap; } } } else { for (int y = 0; y < height; y++) { int dstBaseOffset = y * dstStride; calc.SetY(y); for (int x = 0; x < width; x++) { int srcOffset = calc.GetOffset(x); dstU[dstBaseOffset + x] = src[srcOffset]; dstV[dstBaseOffset + x] = src[srcOffset + 1]; } } } }
/// <summary> /// Performs a buffer to buffer, or buffer to texture copy. /// </summary> /// <param name="state">Current GPU state</param> /// <param name="argument">Method call argument</param> private void CopyBuffer(GpuState state, int argument) { var cbp = state.Get <CopyBufferParams>(MethodOffset.CopyBufferParams); var swizzle = state.Get <CopyBufferSwizzle>(MethodOffset.CopyBufferSwizzle); bool srcLinear = (argument & (1 << 7)) != 0; bool dstLinear = (argument & (1 << 8)) != 0; bool copy2D = (argument & (1 << 9)) != 0; int size = cbp.XCount; if (size == 0) { return; } if (copy2D) { // Buffer to texture copy. var dst = state.Get <CopyBufferTexture>(MethodOffset.CopyBufferDstTexture); var src = state.Get <CopyBufferTexture>(MethodOffset.CopyBufferSrcTexture); var srcCalculator = new OffsetCalculator( src.Width, src.Height, cbp.SrcStride, srcLinear, src.MemoryLayout.UnpackGobBlocksInY(), src.MemoryLayout.UnpackGobBlocksInZ(), 1); var dstCalculator = new OffsetCalculator( dst.Width, dst.Height, cbp.DstStride, dstLinear, dst.MemoryLayout.UnpackGobBlocksInY(), dst.MemoryLayout.UnpackGobBlocksInZ(), 1); ulong srcBaseAddress = _context.MemoryManager.Translate(cbp.SrcAddress.Pack()); ulong dstBaseAddress = _context.MemoryManager.Translate(cbp.DstAddress.Pack()); (int srcBaseOffset, int srcSize) = srcCalculator.GetRectangleRange(src.RegionX, src.RegionY, cbp.XCount, cbp.YCount); (int dstBaseOffset, int dstSize) = dstCalculator.GetRectangleRange(dst.RegionX, dst.RegionY, cbp.XCount, cbp.YCount); ReadOnlySpan <byte> srcSpan = _context.PhysicalMemory.GetSpan(srcBaseAddress + (ulong)srcBaseOffset, srcSize, true); Span <byte> dstSpan = _context.PhysicalMemory.GetSpan(dstBaseAddress + (ulong)dstBaseOffset, dstSize).ToArray(); bool completeSource = IsTextureCopyComplete(cbp, src, srcLinear, cbp.SrcStride); bool completeDest = IsTextureCopyComplete(cbp, dst, dstLinear, cbp.DstStride); if (completeSource && completeDest) { Image.Texture target = TextureManager.FindTexture(dst, cbp, swizzle, dstLinear); if (target != null) { ReadOnlySpan <byte> data; if (srcLinear) { data = LayoutConverter.ConvertLinearStridedToLinear( target.Info.Width, target.Info.Height, 1, 1, cbp.SrcStride, target.Info.FormatInfo.BytesPerPixel, srcSpan); } else { data = LayoutConverter.ConvertBlockLinearToLinear( src.Width, src.Height, 1, target.Info.Levels, 1, 1, 1, 1, src.MemoryLayout.UnpackGobBlocksInY(), src.MemoryLayout.UnpackGobBlocksInZ(), 1, new SizeInfo((int)target.Size), srcSpan); } target.SetData(data); target.SignalModified(); return; } else if (srcCalculator.LayoutMatches(dstCalculator)) { srcSpan.CopyTo(dstSpan); // No layout conversion has to be performed, just copy the data entirely. _context.PhysicalMemory.Write(dstBaseAddress + (ulong)dstBaseOffset, dstSpan); return; } } unsafe bool Convert <T>(Span <byte> dstSpan, ReadOnlySpan <byte> srcSpan) where T : unmanaged { fixed(byte *dstPtr = dstSpan, srcPtr = srcSpan) { byte *dstBase = dstPtr - dstBaseOffset; // Layout offset is relative to the base, so we need to subtract the span's offset. byte *srcBase = srcPtr - srcBaseOffset; for (int y = 0; y < cbp.YCount; y++) { srcCalculator.SetY(src.RegionY + y); dstCalculator.SetY(dst.RegionY + y); for (int x = 0; x < cbp.XCount; x++) { int srcOffset = srcCalculator.GetOffset(src.RegionX + x); int dstOffset = dstCalculator.GetOffset(dst.RegionX + x); *(T *)(dstBase + dstOffset) = *(T *)(srcBase + srcOffset); } } } return(true); } Convert <byte>(dstSpan, srcSpan); _context.PhysicalMemory.Write(dstBaseAddress + (ulong)dstBaseOffset, dstSpan); } else { // Buffer to buffer copy. BufferManager.CopyBuffer(cbp.SrcAddress, cbp.DstAddress, (uint)size); } }
/// <summary> /// Performs actual copy of the inline data after the transfer is finished. /// </summary> private void FinishTransfer() { var memoryManager = _channel.MemoryManager; var data = MemoryMarshal.Cast <int, byte>(_buffer).Slice(0, _size); if (_isLinear && _lineCount == 1) { memoryManager.WriteTrackedResource(_dstGpuVa, data.Slice(0, _lineLengthIn)); _context.AdvanceSequence(); } else { var dstCalculator = new OffsetCalculator( _dstWidth, _dstHeight, _dstStride, _isLinear, _dstGobBlocksInY, 1); int srcOffset = 0; for (int y = _dstY; y < _dstY + _lineCount; y++) { int x1 = _dstX; int x2 = _dstX + _lineLengthIn; int x1Round = BitUtils.AlignUp(_dstX, 16); int x2Trunc = BitUtils.AlignDown(x2, 16); int x = x1; if (x1Round <= x2) { for (; x < x1Round; x++, srcOffset++) { int dstOffset = dstCalculator.GetOffset(x, y); ulong dstAddress = _dstGpuVa + (uint)dstOffset; memoryManager.Write(dstAddress, data[srcOffset]); } } for (; x < x2Trunc; x += 16, srcOffset += 16) { int dstOffset = dstCalculator.GetOffset(x, y); ulong dstAddress = _dstGpuVa + (uint)dstOffset; memoryManager.Write(dstAddress, MemoryMarshal.Cast <byte, Vector128 <byte> >(data.Slice(srcOffset, 16))[0]); } for (; x < x2; x++, srcOffset++) { int dstOffset = dstCalculator.GetOffset(x, y); ulong dstAddress = _dstGpuVa + (uint)dstOffset; memoryManager.Write(dstAddress, data[srcOffset]); } // All lines must be aligned to 4 bytes, as the data is pushed one word at a time. // If our copy length is not a multiple of 4, then we need to skip the padding bytes here. int misalignment = _lineLengthIn & 3; if (misalignment != 0) { srcOffset += 4 - misalignment; } } _context.AdvanceSequence(); } _finished = true; }
/// <summary> /// Performs a buffer to buffer, or buffer to texture copy. /// </summary> /// <param name="state">Current GPU state</param> /// <param name="argument">Method call argument</param> private void CopyBuffer(GpuState state, int argument) { var cbp = state.Get <CopyBufferParams>(MethodOffset.CopyBufferParams); var swizzle = state.Get <CopyBufferSwizzle>(MethodOffset.CopyBufferSwizzle); bool srcLinear = (argument & (1 << 7)) != 0; bool dstLinear = (argument & (1 << 8)) != 0; bool copy2D = (argument & (1 << 9)) != 0; int size = cbp.XCount; if (size == 0) { return; } if (copy2D) { // Buffer to texture copy. int srcBpp = swizzle.UnpackSrcComponentsCount() * swizzle.UnpackComponentSize(); int dstBpp = swizzle.UnpackDstComponentsCount() * swizzle.UnpackComponentSize(); var dst = state.Get <CopyBufferTexture>(MethodOffset.CopyBufferDstTexture); var src = state.Get <CopyBufferTexture>(MethodOffset.CopyBufferSrcTexture); var srcCalculator = new OffsetCalculator( src.Width, src.Height, cbp.SrcStride, srcLinear, src.MemoryLayout.UnpackGobBlocksInY(), src.MemoryLayout.UnpackGobBlocksInZ(), srcBpp); var dstCalculator = new OffsetCalculator( dst.Width, dst.Height, cbp.DstStride, dstLinear, dst.MemoryLayout.UnpackGobBlocksInY(), dst.MemoryLayout.UnpackGobBlocksInZ(), dstBpp); ulong srcBaseAddress = _context.MemoryManager.Translate(cbp.SrcAddress.Pack()); ulong dstBaseAddress = _context.MemoryManager.Translate(cbp.DstAddress.Pack()); (int srcBaseOffset, int srcSize) = srcCalculator.GetRectangleRange(src.RegionX, src.RegionY, cbp.XCount, cbp.YCount); (int dstBaseOffset, int dstSize) = dstCalculator.GetRectangleRange(dst.RegionX, dst.RegionY, cbp.XCount, cbp.YCount); ReadOnlySpan <byte> srcSpan = _context.PhysicalMemory.GetSpan(srcBaseAddress + (ulong)srcBaseOffset, srcSize); Span <byte> dstSpan = _context.PhysicalMemory.GetSpan(dstBaseAddress + (ulong)dstBaseOffset, dstSize).ToArray(); bool completeSource = src.RegionX == 0 && src.RegionY == 0 && src.Width == cbp.XCount && src.Height == cbp.YCount; bool completeDest = dst.RegionX == 0 && dst.RegionY == 0 && dst.Width == cbp.XCount && dst.Height == cbp.YCount; if (completeSource && completeDest && srcCalculator.LayoutMatches(dstCalculator)) { srcSpan.CopyTo(dstSpan); // No layout conversion has to be performed, just copy the data entirely. } else { unsafe bool Convert <T>(Span <byte> dstSpan, ReadOnlySpan <byte> srcSpan) where T : unmanaged { fixed(byte *dstPtr = dstSpan, srcPtr = srcSpan) { byte *dstBase = dstPtr - dstBaseOffset; // Layout offset is relative to the base, so we need to subtract the span's offset. byte *srcBase = srcPtr - srcBaseOffset; for (int y = 0; y < cbp.YCount; y++) { srcCalculator.SetY(src.RegionY + y); dstCalculator.SetY(dst.RegionY + y); for (int x = 0; x < cbp.XCount; x++) { int srcOffset = srcCalculator.GetOffset(src.RegionX + x); int dstOffset = dstCalculator.GetOffset(dst.RegionX + x); *(T *)(dstBase + dstOffset) = *(T *)(srcBase + srcOffset); } } } return(true); } bool _ = srcBpp switch { 1 => Convert <byte>(dstSpan, srcSpan), 2 => Convert <ushort>(dstSpan, srcSpan), 4 => Convert <uint>(dstSpan, srcSpan), 8 => Convert <ulong>(dstSpan, srcSpan), 12 => Convert <Bpp12Pixel>(dstSpan, srcSpan), 16 => Convert <Vector128 <byte> >(dstSpan, srcSpan), _ => throw new NotSupportedException($"Unable to copy ${srcBpp} bpp pixel format.") }; } _context.PhysicalMemory.Write(dstBaseAddress + (ulong)dstBaseOffset, dstSpan); } else { // Buffer to buffer copy. BufferManager.CopyBuffer(cbp.SrcAddress, cbp.DstAddress, (uint)size); } }
/// <summary> /// Performs a buffer to buffer, or buffer to texture copy. /// </summary> /// <param name="argument">The LaunchDma call argument</param> private void DmaCopy(int argument) { var memoryManager = _channel.MemoryManager; CopyFlags copyFlags = (CopyFlags)argument; bool srcLinear = copyFlags.HasFlag(CopyFlags.SrcLinear); bool dstLinear = copyFlags.HasFlag(CopyFlags.DstLinear); bool copy2D = copyFlags.HasFlag(CopyFlags.MultiLineEnable); bool remap = copyFlags.HasFlag(CopyFlags.RemapEnable); uint size = _state.State.LineLengthIn; if (size == 0) { return; } ulong srcGpuVa = ((ulong)_state.State.OffsetInUpperUpper << 32) | _state.State.OffsetInLower; ulong dstGpuVa = ((ulong)_state.State.OffsetOutUpperUpper << 32) | _state.State.OffsetOutLower; int xCount = (int)_state.State.LineLengthIn; int yCount = (int)_state.State.LineCount; _3dEngine.FlushUboDirty(); if (copy2D) { // Buffer to texture copy. int componentSize = (int)_state.State.SetRemapComponentsComponentSize + 1; int srcBpp = remap ? ((int)_state.State.SetRemapComponentsNumSrcComponents + 1) * componentSize : 1; int dstBpp = remap ? ((int)_state.State.SetRemapComponentsNumDstComponents + 1) * componentSize : 1; var dst = Unsafe.As <uint, DmaTexture>(ref _state.State.SetDstBlockSize); var src = Unsafe.As <uint, DmaTexture>(ref _state.State.SetSrcBlockSize); int srcStride = (int)_state.State.PitchIn; int dstStride = (int)_state.State.PitchOut; var srcCalculator = new OffsetCalculator( src.Width, src.Height, srcStride, srcLinear, src.MemoryLayout.UnpackGobBlocksInY(), src.MemoryLayout.UnpackGobBlocksInZ(), srcBpp); var dstCalculator = new OffsetCalculator( dst.Width, dst.Height, dstStride, dstLinear, dst.MemoryLayout.UnpackGobBlocksInY(), dst.MemoryLayout.UnpackGobBlocksInZ(), dstBpp); (int srcBaseOffset, int srcSize) = srcCalculator.GetRectangleRange(src.RegionX, src.RegionY, xCount, yCount); (int dstBaseOffset, int dstSize) = dstCalculator.GetRectangleRange(dst.RegionX, dst.RegionY, xCount, yCount); if (srcLinear && srcStride < 0) { srcBaseOffset += srcStride * (yCount - 1); } if (dstLinear && dstStride < 0) { dstBaseOffset += dstStride * (yCount - 1); } ReadOnlySpan <byte> srcSpan = memoryManager.GetSpan(srcGpuVa + (ulong)srcBaseOffset, srcSize, true); Span <byte> dstSpan = memoryManager.GetSpan(dstGpuVa + (ulong)dstBaseOffset, dstSize).ToArray(); bool completeSource = IsTextureCopyComplete(src, srcLinear, srcBpp, srcStride, xCount, yCount); bool completeDest = IsTextureCopyComplete(dst, dstLinear, dstBpp, dstStride, xCount, yCount); if (completeSource && completeDest) { var target = memoryManager.Physical.TextureCache.FindTexture( memoryManager, dst, dstGpuVa, dstBpp, dstStride, xCount, yCount, dstLinear); if (target != null) { ReadOnlySpan <byte> data; if (srcLinear) { data = LayoutConverter.ConvertLinearStridedToLinear( target.Info.Width, target.Info.Height, 1, 1, xCount * srcBpp, srcStride, target.Info.FormatInfo.BytesPerPixel, srcSpan); } else { data = LayoutConverter.ConvertBlockLinearToLinear( src.Width, src.Height, src.Depth, 1, 1, 1, 1, 1, srcBpp, src.MemoryLayout.UnpackGobBlocksInY(), src.MemoryLayout.UnpackGobBlocksInZ(), 1, new SizeInfo((int)target.Size), srcSpan); } target.SynchronizeMemory(); target.SetData(data); target.SignalModified(); return; } else if (srcCalculator.LayoutMatches(dstCalculator)) { srcSpan.CopyTo(dstSpan); // No layout conversion has to be performed, just copy the data entirely. memoryManager.Write(dstGpuVa + (ulong)dstBaseOffset, dstSpan); return; } } unsafe bool Convert <T>(Span <byte> dstSpan, ReadOnlySpan <byte> srcSpan) where T : unmanaged { fixed(byte *dstPtr = dstSpan, srcPtr = srcSpan) { byte *dstBase = dstPtr - dstBaseOffset; // Layout offset is relative to the base, so we need to subtract the span's offset. byte *srcBase = srcPtr - srcBaseOffset; for (int y = 0; y < yCount; y++) { srcCalculator.SetY(src.RegionY + y); dstCalculator.SetY(dst.RegionY + y); for (int x = 0; x < xCount; x++) { int srcOffset = srcCalculator.GetOffset(src.RegionX + x); int dstOffset = dstCalculator.GetOffset(dst.RegionX + x); *(T *)(dstBase + dstOffset) = *(T *)(srcBase + srcOffset); } } } return(true); } bool _ = srcBpp switch { 1 => Convert <byte>(dstSpan, srcSpan), 2 => Convert <ushort>(dstSpan, srcSpan), 4 => Convert <uint>(dstSpan, srcSpan), 8 => Convert <ulong>(dstSpan, srcSpan), 12 => Convert <Bpp12Pixel>(dstSpan, srcSpan), 16 => Convert <Vector128 <byte> >(dstSpan, srcSpan), _ => throw new NotSupportedException($"Unable to copy ${srcBpp} bpp pixel format.") }; memoryManager.Write(dstGpuVa + (ulong)dstBaseOffset, dstSpan); } else { if (remap && _state.State.SetRemapComponentsDstX == SetRemapComponentsDst.ConstA && _state.State.SetRemapComponentsDstY == SetRemapComponentsDst.ConstA && _state.State.SetRemapComponentsDstZ == SetRemapComponentsDst.ConstA && _state.State.SetRemapComponentsDstW == SetRemapComponentsDst.ConstA && _state.State.SetRemapComponentsNumSrcComponents == SetRemapComponentsNumComponents.One && _state.State.SetRemapComponentsNumDstComponents == SetRemapComponentsNumComponents.One && _state.State.SetRemapComponentsComponentSize == SetRemapComponentsComponentSize.Four) { // Fast path for clears when remap is enabled. memoryManager.Physical.BufferCache.ClearBuffer(memoryManager, dstGpuVa, size * 4, _state.State.SetRemapConstA); } else { // TODO: Implement remap functionality. // Buffer to buffer copy. memoryManager.Physical.BufferCache.CopyBuffer(memoryManager, srcGpuVa, dstGpuVa, size); } } }
/// <summary> /// Performs actual copy of the inline data after the transfer is finished. /// </summary> private void FinishTransfer() { var memoryManager = _channel.MemoryManager; var data = MemoryMarshal.Cast <int, byte>(_buffer).Slice(0, _size); if (_isLinear && _lineCount == 1) { memoryManager.WriteTrackedResource(_dstGpuVa, data); _context.AdvanceSequence(); } else { var dstCalculator = new OffsetCalculator( _dstWidth, _dstHeight, _dstStride, _isLinear, _dstGobBlocksInY, 1); int srcOffset = 0; for (int y = _dstY; y < _dstY + _lineCount; y++) { int x1 = _dstX; int x2 = _dstX + _lineLengthIn; int x1Round = BitUtils.AlignUp(_dstX, 16); int x2Trunc = BitUtils.AlignDown(x2, 16); int x = x1; if (x1Round <= x2) { for (; x < x1Round; x++, srcOffset++) { int dstOffset = dstCalculator.GetOffset(x, y); ulong dstAddress = _dstGpuVa + (uint)dstOffset; memoryManager.Write(dstAddress, data[srcOffset]); } } for (; x < x2Trunc; x += 16, srcOffset += 16) { int dstOffset = dstCalculator.GetOffset(x, y); ulong dstAddress = _dstGpuVa + (uint)dstOffset; memoryManager.Write(dstAddress, MemoryMarshal.Cast <byte, Vector128 <byte> >(data.Slice(srcOffset, 16))[0]); } for (; x < x2; x++, srcOffset++) { int dstOffset = dstCalculator.GetOffset(x, y); ulong dstAddress = _dstGpuVa + (uint)dstOffset; memoryManager.Write(dstAddress, data[srcOffset]); } } _context.AdvanceSequence(); } _finished = true; }
void Update() { //TODO: remove, this is just testing. Implement better var theBarRectTransform = innerHealthBar.transform as RectTransform; //var newWidth = Remap(theBarRectTransform.sizeDelta.x,0,100,0,hp.HealthCurrent ); float newWidth = map(100, 180, hp.HealthCurrent); if (newWidth >= 0 && newWidth <= 180) { theBarRectTransform.sizeDelta = new Vector2(newWidth, theBarRectTransform.sizeDelta.y); } inmune--; if (inmune > 0) { playerTorso.GetComponent <SpriteRenderer>().color = new Color(1f, 1f, 1f, 0.5f); playerLegs.GetComponent <SpriteRenderer>().color = new Color(1f, 1f, 1f, 0.5f); } else { playerTorso.GetComponent <SpriteRenderer>().color = new Color(1f, 1f, 1f, 1f); playerLegs.GetComponent <SpriteRenderer>().color = new Color(1f, 1f, 1f, 1f); } switch (state) { case (int)st.normal: ///NORMAL STATE NOTE: //Aim if (inputer.mouseRButton) { isAiming = true; } else { isAiming = false; } //Movement if (isAiming) { spd = moveSpeed - moveAim; } else { spd = moveSpeed; } if (jumpTimes <= 0) { if (inputer.keyHoldD) { rb.velocity = new Vector2(spd, rb.velocity.y); facingRight = true; } else if (inputer.keyHoldA) { rb.velocity = new Vector2(-spd, rb.velocity.y); facingRight = false; } if (inputer.keyPressSpace) { rb.velocity = new Vector2(rb.velocity.x, jumpForce); //jumpTimes++; } } //Animation if (Mathf.Abs(rb.velocity.x) != 0) { legsAnimator.SetBool("aWalking", true); } else { legsAnimator.SetBool("aWalking", false); } if (isAiming) { //temporal playerTorso.GetComponent <SpriteRenderer>().sprite = sprAimingKira; Vector3 aimDirection; RotateTorso(out aimDirection); if (inputer.mouseLButtonPress) { Shoot(aimDirection); //Gun is single fire. } legsAnimator.speed = 0.5f; } else { //temporal playerTorso.GetComponent <SpriteRenderer>().sprite = sprNormalKira; //Reset the Torso sprite to have no rotation if (!isPlayerDead) { RotateTorsoReset(); } legsAnimator.speed = 1f; } //Face correct direction playerTorso.GetComponent <SpriteRenderer>().flipX = !facingRight; playerLegs.GetComponent <SpriteRenderer>().flipX = !facingRight; //Debug FPS //toDisplay = ("fps " + Mathf.Floor(1.0f / Time.deltaTime) ); //GameObject.Find("Text").GetComponent<Text>().text = toDisplay; if (inputer.keyPressQ) { state = (int)st.build; isBuilding = true; } break; case (int)st.none: ///NONE STATE NOTE: state = (int)st.normal; break; case (int)st.build: ///BUILD STATE NOTE: Vector2 mousePos = OffsetCalculator.GetMousePos(); //Building if (GameObject.Find("ToBuildGhost(Clone)") == null) { toCreate = Instantiate(emptyBuild, mousePos, Quaternion.identity); } if (inputer.mouseLButtonPress) { toCreate.GetComponent <DefenseGhost>().Create(); } //Movement & Jumping if (jumpTimes <= 0) { if (inputer.keyHoldD) { rb.velocity = new Vector2(moveSpeed, rb.velocity.y); facingRight = true; } else if (inputer.keyHoldA) { rb.velocity = new Vector2(-moveSpeed, rb.velocity.y); facingRight = false; } if (inputer.keyPressSpace) { rb.velocity = new Vector2(rb.velocity.x, jumpForce); //jumpTimes++; } } //Animation if (Mathf.Abs(rb.velocity.x) != 0) { legsAnimator.SetBool("aWalking", true); } else { legsAnimator.SetBool("aWalking", false); } playerLegs.transform.position = playerTorso.transform.position + new Vector3(0, 0, 1); //temporal playerTorso.GetComponent <SpriteRenderer>().sprite = sprNormalKira; //Reset the Torso sprite to have no rotation if (!isPlayerDead) { RotateTorsoReset(); } legsAnimator.speed = 1f; //Face correct direction playerTorso.GetComponent <SpriteRenderer>().flipX = !facingRight; playerLegs.GetComponent <SpriteRenderer>().flipX = !facingRight; if (inputer.keyPressQ) { isBuilding = false; DestroyImmediate(toCreate); } if (!isBuilding) //exit state { state = (int)st.normal; } break; } }
/// <summary> /// Performs actual copy of the inline data after the transfer is finished. /// </summary> private void FinishTransfer() { var memoryManager = _channel.MemoryManager; var data = MemoryMarshal.Cast <int, byte>(_buffer).Slice(0, _size); if (_isLinear && _lineCount == 1) { memoryManager.WriteTrackedResource(_dstGpuVa, data.Slice(0, _lineLengthIn)); _context.AdvanceSequence(); } else { // TODO: Verify if the destination X/Y and width/height are taken into account // for linear texture transfers. If not, we can use the fast path for that aswell. // Right now the copy code at the bottom assumes that it is used on both which might be incorrect. if (!_isLinear) { var target = memoryManager.Physical.TextureCache.FindTexture( memoryManager, _dstGpuVa, 1, _dstStride, _dstHeight, _lineLengthIn, _lineCount, _isLinear, _dstGobBlocksInY, _dstGobBlocksInZ); if (target != null) { target.SetData(data, 0, 0, new GAL.Rectangle <int>(_dstX, _dstY, _lineLengthIn / target.Info.FormatInfo.BytesPerPixel, _lineCount)); return; } } var dstCalculator = new OffsetCalculator( _dstWidth, _dstHeight, _dstStride, _isLinear, _dstGobBlocksInY, 1); int srcOffset = 0; for (int y = _dstY; y < _dstY + _lineCount; y++) { int x1 = _dstX; int x2 = _dstX + _lineLengthIn; int x1Round = BitUtils.AlignUp(_dstX, 16); int x2Trunc = BitUtils.AlignDown(x2, 16); int x = x1; if (x1Round <= x2) { for (; x < x1Round; x++, srcOffset++) { int dstOffset = dstCalculator.GetOffset(x, y); ulong dstAddress = _dstGpuVa + (uint)dstOffset; memoryManager.Write(dstAddress, data[srcOffset]); } } for (; x < x2Trunc; x += 16, srcOffset += 16) { int dstOffset = dstCalculator.GetOffset(x, y); ulong dstAddress = _dstGpuVa + (uint)dstOffset; memoryManager.Write(dstAddress, MemoryMarshal.Cast <byte, Vector128 <byte> >(data.Slice(srcOffset, 16))[0]); } for (; x < x2; x++, srcOffset++) { int dstOffset = dstCalculator.GetOffset(x, y); ulong dstAddress = _dstGpuVa + (uint)dstOffset; memoryManager.Write(dstAddress, data[srcOffset]); } // All lines must be aligned to 4 bytes, as the data is pushed one word at a time. // If our copy length is not a multiple of 4, then we need to skip the padding bytes here. int misalignment = _lineLengthIn & 3; if (misalignment != 0) { srcOffset += 4 - misalignment; } } _context.AdvanceSequence(); } _finished = true; }