GPU: Pre-emptively flush textures that are flushed often (to imported memory when available) (#4711)
* WIP texture pre-flush Improve performance of TextureView GetData to buffer Fix copy/sync ordering Fix minor bug Make this actually work WIP host mapping stuff * Fix usage flags * message * Cleanup 1 * Fix rebase * Fix * Improve pre-flush rules * Fix pre-flush * A lot of cleanup * Use the host memory bits * Select the correct memory type * Cleanup TextureGroupHandle * Missing comment * Remove debugging logs * Revert BufferHandle _value access modifier * One interrupt action at a time. * Support D32S8 to D24S8 conversion, safeguards * Interrupt cannot happen in sync handle's lock Waitable needs to be checked twice now, but this should stop it from deadlocking. * Remove unused using * Address some feedback * Address feedback * Address more feedback * Address more feedback * Improve sync rules Should allow for faster sync in some cases.
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40 changed files with 1328 additions and 79 deletions
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@ -49,6 +49,11 @@ namespace Ryujinx.Graphics.OpenGL.Image
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return GetData();
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}
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public void CopyTo(BufferRange range, int layer, int level, int stride)
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{
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throw new NotImplementedException();
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}
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public void SetData(SpanOrArray<byte> data)
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{
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var dataSpan = data.AsSpan();
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@ -3,6 +3,7 @@ using Ryujinx.Common;
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using Ryujinx.Common.Memory;
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using Ryujinx.Graphics.GAL;
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using System;
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using System.Diagnostics;
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namespace Ryujinx.Graphics.OpenGL.Image
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{
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@ -287,6 +288,26 @@ namespace Ryujinx.Graphics.OpenGL.Image
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}
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}
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public void CopyTo(BufferRange range, int layer, int level, int stride)
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{
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if (stride != 0 && stride != BitUtils.AlignUp(Info.Width * Info.BytesPerPixel, 4))
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{
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throw new NotSupportedException("Stride conversion for texture copy to buffer not supported.");
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}
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GL.BindBuffer(BufferTarget.PixelPackBuffer, range.Handle.ToInt32());
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FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
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if (format.PixelFormat == PixelFormat.DepthStencil)
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{
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throw new InvalidOperationException("DepthStencil copy to buffer is not supported for layer/level > 0.");
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}
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int offset = WriteToPbo2D(range.Offset, layer, level);
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Debug.Assert(offset == 0);
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}
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public void WriteToPbo(int offset, bool forceBgra)
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{
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WriteTo(IntPtr.Zero + offset, forceBgra);
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