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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@ -135,6 +135,38 @@ namespace Ryujinx.Graphics.Gpu.Memory
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return _cpuMemory.GetWritableRegion(address, size, tracked);
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}
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/// <summary>
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/// Gets a writable region from GPU mapped memory.
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/// </summary>
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/// <param name="range">Range</param>
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/// <param name="tracked">True if write tracking is triggered on the span</param>
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/// <returns>A writable region with the data at the specified memory location</returns>
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public WritableRegion GetWritableRegion(MultiRange range, bool tracked = false)
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{
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if (range.Count == 1)
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{
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MemoryRange subrange = range.GetSubRange(0);
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return GetWritableRegion(subrange.Address, (int)subrange.Size, tracked);
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}
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else
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{
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Memory<byte> memory = new byte[range.GetSize()];
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int offset = 0;
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for (int i = 0; i < range.Count; i++)
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{
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MemoryRange subrange = range.GetSubRange(i);
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GetSpan(subrange.Address, (int)subrange.Size).CopyTo(memory.Span.Slice(offset, (int)subrange.Size));
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offset += (int)subrange.Size;
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}
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return new WritableRegion(new MultiRangeWritableBlock(range, this), 0, memory, tracked);
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}
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}
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/// <summary>
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/// Reads data from the application process.
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/// </summary>
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