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.
This commit is contained in:
riperiperi 2022-06-17 17:09:14 +01:00 committed by GitHub
parent d987cacfb7
commit 99ffc061d3
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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
/// </summary>
public bool AlwaysFlushOnOverlap { get; private set; }
/// <summary>
/// Increments when the host texture is swapped, or when the texture is removed from all pools.
/// </summary>
public int InvalidatedSequence { get; private set; }
private int _depth;
private int _layers;
public int FirstLayer { get; private set; }
@ -1407,6 +1412,7 @@ namespace Ryujinx.Graphics.Gpu.Image
DisposeTextures();
HostTexture = hostTexture;
InvalidatedSequence++;
}
/// <summary>
@ -1535,6 +1541,8 @@ namespace Ryujinx.Graphics.Gpu.Image
_poolOwners.Clear();
}
InvalidatedSequence++;
}
/// <summary>