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
This commit is contained in:
parent
4864648e72
commit
cda659955c
26 changed files with 1453 additions and 329 deletions
|
@ -284,6 +284,11 @@ namespace Ryujinx.Memory.Range
|
|||
/// <returns>Total size in bytes</returns>
|
||||
public ulong GetSize()
|
||||
{
|
||||
if (HasSingleRange)
|
||||
{
|
||||
return _singleRange.Size;
|
||||
}
|
||||
|
||||
ulong sum = 0;
|
||||
|
||||
foreach (MemoryRange range in _ranges)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue