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authorriperiperi <rhy3756547@hotmail.com>2022-01-09 16:28:48 +0000
committerGitHub <noreply@github.com>2022-01-09 13:28:48 -0300
commitcda659955ced1b16839cdd1e7fea1ef6f8d99041 (patch)
tree41d0d7a705f9feb7b43c9e5bac14dafee7878220 /Ryujinx.Graphics.Gpu/Memory/PhysicalMemory.cs
parent4864648e727c6f526e3b65478f222c15468f6074 (diff)
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
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Memory/PhysicalMemory.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Memory/PhysicalMemory.cs32
1 files changed, 32 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Gpu/Memory/PhysicalMemory.cs b/Ryujinx.Graphics.Gpu/Memory/PhysicalMemory.cs
index d292fab0..1ff086ee 100644
--- a/Ryujinx.Graphics.Gpu/Memory/PhysicalMemory.cs
+++ b/Ryujinx.Graphics.Gpu/Memory/PhysicalMemory.cs
@@ -136,6 +136,38 @@ namespace Ryujinx.Graphics.Gpu.Memory
}
/// <summary>
+ /// Gets a writable region from GPU mapped memory.
+ /// </summary>
+ /// <param name="range">Range</param>
+ /// <param name="tracked">True if write tracking is triggered on the span</param>
+ /// <returns>A writable region with the data at the specified memory location</returns>
+ public WritableRegion GetWritableRegion(MultiRange range, bool tracked = false)
+ {
+ if (range.Count == 1)
+ {
+ MemoryRange subrange = range.GetSubRange(0);
+
+ return GetWritableRegion(subrange.Address, (int)subrange.Size, tracked);
+ }
+ else
+ {
+ Memory<byte> memory = new byte[range.GetSize()];
+
+ int offset = 0;
+ for (int i = 0; i < range.Count; i++)
+ {
+ MemoryRange subrange = range.GetSubRange(i);
+
+ GetSpan(subrange.Address, (int)subrange.Size).CopyTo(memory.Span.Slice(offset, (int)subrange.Size));
+
+ offset += (int)subrange.Size;
+ }
+
+ return new WritableRegion(new MultiRangeWritableBlock(range, this), 0, memory, tracked);
+ }
+ }
+
+ /// <summary>
/// Reads data from the application process.
/// </summary>
/// <typeparam name="T">Type of the structure</typeparam>