Texture Sync, incompatible overlap handling, data flush improvements. (#2971)
* Initial test for texture sync * WIP new texture flushing setup * Improve rules for incompatible overlaps Fixes a lot of issues with Unreal Engine games. Still a few minor issues (some caused by dma fast path?) Needs docs and cleanup. * Cleanup, improvements Improve rules for fast DMA * Small tweak to group together flushes of overlapping handles. * Fixes, flush overlapping texture data for ASTC and BC4/5 compressed textures. Fixes the new Life is Strange game. * Flush overlaps before init data, fix 3d texture size/overlap stuff * Fix 3D Textures, faster single layer flush Note: nosy people can no longer merge this with Vulkan. (unless they are nosy enough to implement the new backend methods) * Remove unused method * Minor cleanup * More cleanup * Use the More Fun and Hopefully No Driver Bugs method for getting compressed tex too This one's for metro * Address feedback, ASTC+ETC to FormatClass * Change offset to use Span slice rather than IntPtr Add * Fix this too
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@ -111,6 +111,8 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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TextureCreateViewCommand.Run(ref GetCommand<TextureCreateViewCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.TextureGetData] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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TextureGetDataCommand.Run(ref GetCommand<TextureGetDataCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.TextureGetDataSlice] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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TextureGetDataSliceCommand.Run(ref GetCommand<TextureGetDataSliceCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.TextureRelease] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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TextureReleaseCommand.Run(ref GetCommand<TextureReleaseCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.TextureSetData] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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