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It recompresses ASTC textures into BC7, which might reduce VRAM usage significantly on games that uses ASTC textures
83 lines
2 KiB
C#
83 lines
2 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.Intrinsics;
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using System.Runtime.Intrinsics.X86;
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namespace Ryujinx.Graphics.Texture.Encoders
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{
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struct RgbaColor8 : IEquatable<RgbaColor8>
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{
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public byte R;
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public byte G;
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public byte B;
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public byte A;
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public RgbaColor8(byte r, byte g, byte b, byte a)
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{
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R = r;
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G = g;
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B = b;
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A = a;
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}
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public static RgbaColor8 FromUInt32(uint color)
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{
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return Unsafe.As<uint, RgbaColor8>(ref color);
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}
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public static bool operator ==(RgbaColor8 x, RgbaColor8 y)
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{
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return x.Equals(y);
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}
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public static bool operator !=(RgbaColor8 x, RgbaColor8 y)
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{
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return !x.Equals(y);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public RgbaColor32 GetColor32()
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{
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if (Sse41.IsSupported)
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{
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Vector128<byte> color = Vector128.CreateScalarUnsafe(Unsafe.As<RgbaColor8, uint>(ref this)).AsByte();
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return new RgbaColor32(Sse41.ConvertToVector128Int32(color));
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}
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else
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{
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return new RgbaColor32(R, G, B, A);
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}
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}
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public uint ToUInt32()
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{
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return Unsafe.As<RgbaColor8, uint>(ref this);
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(R, G, B, A);
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}
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public override bool Equals(object obj)
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{
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return obj is RgbaColor8 other && Equals(other);
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}
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public bool Equals(RgbaColor8 other)
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{
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return R == other.R && G == other.G && B == other.B && A == other.A;
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}
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public byte GetComponent(int index)
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{
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return index switch
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{
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1 => G,
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2 => B,
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3 => A,
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_ => R
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};
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}
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}
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}
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