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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26 changed files with 1453 additions and 329 deletions
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@ -41,14 +41,14 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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Texture oldestTexture = _textures.First.Value;
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if (oldestTexture.IsModified && !oldestTexture.CheckModified(false))
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if (!oldestTexture.CheckModified(false))
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{
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// The texture must be flushed if it falls out of the auto delete cache.
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// Flushes out of the auto delete cache do not trigger write tracking,
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// as it is expected that other overlapping textures exist that have more up-to-date contents.
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oldestTexture.Group.SynchronizeDependents(oldestTexture);
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oldestTexture.Flush(false);
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oldestTexture.FlushModified(false);
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}
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_textures.RemoveFirst();
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@ -93,9 +93,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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// Remove our reference to this texture.
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if (flush && texture.IsModified)
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if (flush)
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{
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texture.Flush(false);
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texture.FlushModified(false);
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}
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_textures.Remove(texture.CacheNode);
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