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using Ryujinx.Graphics.GAL.Multithreading.Model;
using Ryujinx.Graphics.GAL.Multithreading.Resources;
using System.Linq;
namespace Ryujinx.Graphics.GAL.Multithreading.Commands.TextureArray
{
struct TextureArraySetTexturesCommand : IGALCommand, IGALCommand<TextureArraySetTexturesCommand>
{
public readonly CommandType CommandType => CommandType.TextureArraySetTextures;
private TableRef<ThreadedTextureArray> _textureArray;
private int _index;
private TableRef<ITexture[]> _textures;
public void Set(TableRef<ThreadedTextureArray> textureArray, int index, TableRef<ITexture[]> textures)
{
_textureArray = textureArray;
_index = index;
_textures = textures;
}
public static void Run(ref TextureArraySetTexturesCommand command, ThreadedRenderer threaded, IRenderer renderer)
{
ThreadedTextureArray textureArray = command._textureArray.Get(threaded);
textureArray.Base.SetTextures(command._index, command._textures.Get(threaded).Select(texture => ((ThreadedTexture)texture)?.Base).ToArray());
}
}
}
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