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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26 changed files with 1453 additions and 329 deletions
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@ -136,7 +136,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
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}
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else if (operation == SyncpointbOperation.Incr)
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{
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_context.CreateHostSyncIfNeeded();
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_context.CreateHostSyncIfNeeded(true);
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_context.Synchronization.IncrementSyncpoint(syncpointId);
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}
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@ -152,7 +152,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
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_parent.PerformDeferredDraws();
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_context.Renderer.Pipeline.Barrier();
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_context.CreateHostSyncIfNeeded();
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_context.CreateHostSyncIfNeeded(false);
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}
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/// <summary>
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@ -163,7 +163,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
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{
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_context.Renderer.Pipeline.CommandBufferBarrier();
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_context.CreateHostSyncIfNeeded();
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_context.CreateHostSyncIfNeeded(false);
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}
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/// <summary>
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