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:
riperiperi 2022-01-09 16:28:48 +00:00 committed by GitHub
parent 4864648e72
commit cda659955c
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GPG key ID: 4AEE18F83AFDEB23
26 changed files with 1453 additions and 329 deletions

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@ -13,6 +13,7 @@ namespace Ryujinx.Graphics.Texture
public readonly int[] AllOffsets;
public readonly int[] SliceSizes;
public readonly int[] LevelSizes;
public int LayerSize { get; }
public int TotalSize { get; }
@ -21,6 +22,7 @@ namespace Ryujinx.Graphics.Texture
_mipOffsets = new int[] { 0 };
AllOffsets = new int[] { 0 };
SliceSizes = new int[] { size };
LevelSizes = new int[] { size };
_depth = 1;
_levels = 1;
LayerSize = size;
@ -32,6 +34,7 @@ namespace Ryujinx.Graphics.Texture
int[] mipOffsets,
int[] allOffsets,
int[] sliceSizes,
int[] levelSizes,
int depth,
int levels,
int layerSize,
@ -41,6 +44,7 @@ namespace Ryujinx.Graphics.Texture
_mipOffsets = mipOffsets;
AllOffsets = allOffsets;
SliceSizes = sliceSizes;
LevelSizes = levelSizes;
_depth = depth;
_levels = levels;
LayerSize = layerSize;
@ -99,7 +103,8 @@ namespace Ryujinx.Graphics.Texture
{
for (int i = 0; i < _mipOffsets.Length; i++)
{
yield return new Region(_mipOffsets[i], SliceSizes[i]);
int maxSize = TotalSize - _mipOffsets[i];
yield return new Region(_mipOffsets[i], Math.Min(maxSize, LevelSizes[i]));
}
}
else