Implement tiled surface edge opcode
This commit is contained in:
@@ -205,6 +205,9 @@ public sealed class GfxState
|
||||
public int DefaultObjectSlot { get; private set; }
|
||||
/// <summary>The D3D render target selected by op 0x20d. -1 denotes the main backbuffer.</summary>
|
||||
public int CurrentRenderTargetSlot { get; private set; } = -1;
|
||||
/// <summary>Legacy mode-1 surface tile edge selected by op 0x248. The portable backend retains
|
||||
/// the native process-global value for parity but stores every surface as one contiguous image.</summary>
|
||||
public int TiledSurfaceEdgeLength { get; private set; }
|
||||
|
||||
// ---- Separate global animation service clock (op 0x238; ctx+0x51b7c total / +0x51b78 elapsed).
|
||||
// Retained for its opcode family; 0x21e scale and 0x220 translation use frame-time directly instead. ----
|
||||
@@ -250,6 +253,13 @@ public sealed class GfxState
|
||||
lock (_lock) DefaultObjectSlot = slot;
|
||||
}
|
||||
|
||||
public void SetTiledSurfaceEdgeLength(long edgeLength)
|
||||
{
|
||||
// Native stores the complete operand in one signed dword. It does not invalidate or rebuild
|
||||
// already-created mode-1 surfaces, nor does it mark the retained compositor dirty.
|
||||
lock (_lock) TiledSurfaceEdgeLength = unchecked((int)edgeLength);
|
||||
}
|
||||
|
||||
public void SetObjectAnchor(long handle, (long X, long Y, long Z) anchor)
|
||||
{
|
||||
lock (_lock) GetOrCreate(handle).V18 = anchor;
|
||||
|
||||
Reference in New Issue
Block a user