Texture Cache: "Texture Groups" and "Texture Dependencies" (#2001)
* Initial implementation (3d tex mips broken) This works rather well for most games, just need to fix 3d texture mips. * Cleanup * Address feedback * Copy Dependencies and various other fixes * Fix layer/level offset for copy from view<->view. * Remove dirty flag from dependency The dirty flag behaviour is not needed - DeferredCopy is all we need. * Fix tracking mip slices. * Propagate granularity (fix astral chain) * Address Feedback pt 1 * Save slice sizes as part of SizeInfo * Fix nits * Fix disposing multiple dependencies causing a crash This list is obviously modified when removing dependencies, so create a copy of it.
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Ryujinx.Graphics.Gpu/Image/TextureDependency.cs
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Ryujinx.Graphics.Gpu/Image/TextureDependency.cs
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// One side of a two-way dependency between one texture view and another.
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/// Contains a reference to the handle owning the dependency, and the other dependency.
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/// </summary>
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class TextureDependency
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{
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/// <summary>
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/// The handle that owns this dependency.
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/// </summary>
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public TextureGroupHandle Handle;
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/// <summary>
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/// The other dependency linked to this one, which belongs to another handle.
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/// </summary>
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public TextureDependency Other;
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/// <summary>
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/// Create a new texture dependency.
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/// </summary>
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/// <param name="handle">The handle that owns the dependency</param>
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public TextureDependency(TextureGroupHandle handle)
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{
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Handle = handle;
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}
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/// <summary>
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/// Signal that the owner of this dependency has been modified,
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/// meaning that the other dependency's handle must defer a copy from it.
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/// </summary>
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public void SignalModified()
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{
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Other.Handle.DeferCopy(Handle);
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}
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}
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}
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