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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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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using System;
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namespace Ryujinx.Graphics.GAL.Multithreading.Commands.Texture
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{
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struct TextureGetDataSliceCommand : IGALCommand
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{
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public CommandType CommandType => CommandType.TextureGetDataSlice;
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private TableRef<ThreadedTexture> _texture;
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private TableRef<ResultBox<PinnedSpan<byte>>> _result;
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private int _layer;
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private int _level;
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public void Set(TableRef<ThreadedTexture> texture, TableRef<ResultBox<PinnedSpan<byte>>> result, int layer, int level)
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{
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_texture = texture;
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_result = result;
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_layer = layer;
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_level = level;
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}
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public static void Run(ref TextureGetDataSliceCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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ReadOnlySpan<byte> result = command._texture.Get(threaded).Base.GetData(command._layer, command._level);
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command._result.Get(threaded).Result = new PinnedSpan<byte>(result);
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}
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}
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}
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