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| author | riperiperi <rhy3756547@hotmail.com> | 2022-01-09 16:28:48 +0000 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-01-09 13:28:48 -0300 |
| commit | cda659955ced1b16839cdd1e7fea1ef6f8d99041 (patch) | |
| tree | 41d0d7a705f9feb7b43c9e5bac14dafee7878220 /Ryujinx.Graphics.Texture/LayoutConverter.cs | |
| parent | 4864648e727c6f526e3b65478f222c15468f6074 (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.Texture/LayoutConverter.cs')
| -rw-r--r-- | Ryujinx.Graphics.Texture/LayoutConverter.cs | 10 |
1 files changed, 8 insertions, 2 deletions
diff --git a/Ryujinx.Graphics.Texture/LayoutConverter.cs b/Ryujinx.Graphics.Texture/LayoutConverter.cs index 1039ea26..2b327375 100644 --- a/Ryujinx.Graphics.Texture/LayoutConverter.cs +++ b/Ryujinx.Graphics.Texture/LayoutConverter.cs @@ -97,6 +97,7 @@ namespace Ryujinx.Graphics.Texture int width, int height, int depth, + int sliceDepth, int levels, int layers, int blockWidth, @@ -172,6 +173,8 @@ namespace Ryujinx.Graphics.Texture mipGobBlocksInZ, bytesPerPixel); + int sd = Math.Max(1, sliceDepth >> level); + unsafe bool Convert<T>(Span<byte> output, ReadOnlySpan<byte> data) where T : unmanaged { fixed (byte* outputPtr = output, dataPtr = data) @@ -181,7 +184,7 @@ namespace Ryujinx.Graphics.Texture { byte* inBaseOffset = dataPtr + (layer * sizeInfo.LayerSize + sizeInfo.GetMipOffset(level)); - for (int z = 0; z < d; z++) + for (int z = 0; z < sd; z++) { layoutConverter.SetZ(z); for (int y = 0; y < h; y++) @@ -364,6 +367,7 @@ namespace Ryujinx.Graphics.Texture int width, int height, int depth, + int sliceDepth, int levels, int layers, int blockWidth, @@ -432,6 +436,8 @@ namespace Ryujinx.Graphics.Texture mipGobBlocksInZ, bytesPerPixel); + int sd = Math.Max(1, sliceDepth >> level); + unsafe bool Convert<T>(Span<byte> output, ReadOnlySpan<byte> data) where T : unmanaged { fixed (byte* outputPtr = output, dataPtr = data) @@ -441,7 +447,7 @@ namespace Ryujinx.Graphics.Texture { byte* outBaseOffset = outputPtr + (layer * sizeInfo.LayerSize + sizeInfo.GetMipOffset(level)); - for (int z = 0; z < d; z++) + for (int z = 0; z < sd; z++) { layoutConverter.SetZ(z); for (int y = 0; y < h; y++) |
