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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.OpenGL/PersistentBuffers.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.OpenGL/PersistentBuffers.cs')
-rw-r--r--Ryujinx.Graphics.OpenGL/PersistentBuffers.cs15
1 files changed, 15 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.OpenGL/PersistentBuffers.cs b/Ryujinx.Graphics.OpenGL/PersistentBuffers.cs
index fe224433..872efcc3 100644
--- a/Ryujinx.Graphics.OpenGL/PersistentBuffers.cs
+++ b/Ryujinx.Graphics.OpenGL/PersistentBuffers.cs
@@ -94,6 +94,21 @@ namespace Ryujinx.Graphics.OpenGL
return new ReadOnlySpan<byte>(_bufferMap.ToPointer(), size);
}
+ public unsafe ReadOnlySpan<byte> GetTextureData(TextureView view, int size, int layer, int level)
+ {
+ EnsureBuffer(size);
+
+ GL.BindBuffer(BufferTarget.PixelPackBuffer, _copyBufferHandle);
+
+ int offset = view.WriteToPbo2D(0, layer, level);
+
+ GL.BindBuffer(BufferTarget.PixelPackBuffer, 0);
+
+ Sync();
+
+ return new ReadOnlySpan<byte>(_bufferMap.ToPointer(), size).Slice(offset);
+ }
+
public unsafe ReadOnlySpan<byte> GetBufferData(BufferHandle buffer, int offset, int size)
{
EnsureBuffer(size);