Optimize Texture Binding and Shader Specialization Checks (#3399)
* Changes 1 * Changes 2 * Better ModifiedSequence handling This should handle PreciseEvents properly, and simplifies a few things. * Minor changes, remove debug log * Handle stage.Info being null Hopefully fixes Catherine crash * Fix shader specialization fast texture lookup * Fix some things. * Address Feedback Part 1 * Make method static.
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15 changed files with 766 additions and 180 deletions
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@ -100,6 +100,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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public bool AlwaysFlushOnOverlap { get; private set; }
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/// <summary>
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/// Increments when the host texture is swapped, or when the texture is removed from all pools.
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/// </summary>
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public int InvalidatedSequence { get; private set; }
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private int _depth;
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private int _layers;
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public int FirstLayer { get; private set; }
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@ -1407,6 +1412,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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DisposeTextures();
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HostTexture = hostTexture;
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InvalidatedSequence++;
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}
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/// <summary>
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@ -1535,6 +1541,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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_poolOwners.Clear();
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}
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InvalidatedSequence++;
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}
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/// <summary>
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