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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4864648e72
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26 changed files with 1453 additions and 329 deletions
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@ -13,6 +13,7 @@ namespace Ryujinx.Graphics.Texture
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public readonly int[] AllOffsets;
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public readonly int[] SliceSizes;
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public readonly int[] LevelSizes;
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public int LayerSize { get; }
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public int TotalSize { get; }
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@ -21,6 +22,7 @@ namespace Ryujinx.Graphics.Texture
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_mipOffsets = new int[] { 0 };
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AllOffsets = new int[] { 0 };
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SliceSizes = new int[] { size };
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LevelSizes = new int[] { size };
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_depth = 1;
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_levels = 1;
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LayerSize = size;
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@ -32,6 +34,7 @@ namespace Ryujinx.Graphics.Texture
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int[] mipOffsets,
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int[] allOffsets,
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int[] sliceSizes,
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int[] levelSizes,
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int depth,
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int levels,
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int layerSize,
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@ -41,6 +44,7 @@ namespace Ryujinx.Graphics.Texture
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_mipOffsets = mipOffsets;
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AllOffsets = allOffsets;
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SliceSizes = sliceSizes;
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LevelSizes = levelSizes;
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_depth = depth;
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_levels = levels;
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LayerSize = layerSize;
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@ -99,7 +103,8 @@ namespace Ryujinx.Graphics.Texture
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{
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for (int i = 0; i < _mipOffsets.Length; i++)
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{
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yield return new Region(_mipOffsets[i], SliceSizes[i]);
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int maxSize = TotalSize - _mipOffsets[i];
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yield return new Region(_mipOffsets[i], Math.Min(maxSize, LevelSizes[i]));
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}
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}
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else
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