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
This commit is contained in:
parent
4864648e72
commit
cda659955c
26 changed files with 1453 additions and 329 deletions
|
@ -43,6 +43,11 @@ namespace Ryujinx.Graphics.OpenGL.Image
|
|||
return Buffer.GetData(_renderer, _buffer, _bufferOffset, _bufferSize);
|
||||
}
|
||||
|
||||
public ReadOnlySpan<byte> GetData(int layer, int level)
|
||||
{
|
||||
return GetData();
|
||||
}
|
||||
|
||||
public void SetData(ReadOnlySpan<byte> data)
|
||||
{
|
||||
Buffer.SetData(_buffer, _bufferOffset, data.Slice(0, Math.Min(data.Length, _bufferSize)));
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue