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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@ -89,6 +89,24 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Resources
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}
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}
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public ReadOnlySpan<byte> GetData(int layer, int level)
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{
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if (_renderer.IsGpuThread())
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{
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ResultBox<PinnedSpan<byte>> box = new ResultBox<PinnedSpan<byte>>();
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_renderer.New<TextureGetDataSliceCommand>().Set(Ref(this), Ref(box), layer, level);
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_renderer.InvokeCommand();
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return box.Result.Get();
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}
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else
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{
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ThreadedHelpers.SpinUntilNonNull(ref Base);
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return Base.GetData(layer, level);
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}
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}
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public void SetData(ReadOnlySpan<byte> data)
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{
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_renderer.New<TextureSetDataCommand>().Set(Ref(this), Ref(data.ToArray()));
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