Flush buffers and texture data through a persistent mapped buffer. (#2481)

* Use persistent buffers to flush texture data

* Flush buffers via copy to persistent buffers.

* Log error when timing out, small refactoring.
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riperiperi 2021-07-16 22:10:20 +01:00 committed by GitHub
parent bb6fab2009
commit ca5ac37cd6
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5 changed files with 135 additions and 23 deletions

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@ -358,7 +358,7 @@ namespace Ryujinx.Graphics.Texture
};
}
public static Span<byte> ConvertLinearToBlockLinear(
public static ReadOnlySpan<byte> ConvertLinearToBlockLinear(
int width,
int height,
int depth,
@ -499,7 +499,7 @@ namespace Ryujinx.Graphics.Texture
return output;
}
public static Span<byte> ConvertLinearToLinearStrided(
public static ReadOnlySpan<byte> ConvertLinearToLinearStrided(
int width,
int height,
int blockWidth,
@ -514,6 +514,11 @@ namespace Ryujinx.Graphics.Texture
int inStride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
int lineSize = width * bytesPerPixel;
if (inStride == stride)
{
return data;
}
Span<byte> output = new byte[h * stride];
int inOffs = 0;