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path: root/Ryujinx.Graphics.Gpu/Engine/MethodCopyTexture.cs
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2021-07-07Separate GPU engines and make state follow official docs (part 1/2) (#2422)gdkchan
* Use DeviceState for compute and i2m * Migrate 2D class, more comments * Migrate DMA copy engine * Remove now unused code * Replace GpuState by GpuAccessorState on GpuAcessor, since compute no longer has a GpuState * More comments * Add logging (disabled) * Add back i2m on 3D engine
2021-06-29Initial support for separate GPU address spaces (#2394)gdkchan
* Make GPU memory manager a member of GPU channel * Move physical memory instance to the memory manager, and the caches to the physical memory * PR feedback
2021-06-24Initial support for GPU channels (#2372)gdkchan
* Ground work for separate GPU channels * Rename TextureManager to TextureCache * Decouple texture bindings management from the texture cache * Rename BufferManager to BufferCache * Decouple buffer bindings management from the buffer cache * More comments and proper disposal * PR feedback * Force host state update on channel switch * Typo * PR feedback * Missing using
2021-06-03Fix texture blit off-by-one errors (#2335)gdkchan
2021-05-22Use a different method for out of bounds blit (#2302)gdkchan
* Use a different method for out of bounds blit * This is not needed
2020-11-20Allow copy destination to have a different scale from source (#1711)riperiperi
* Allow copy destination to have a different scale from source Will result in more scaled copy destinations, but allows scaling in some games that copy textures to the output framebuffer. * Support copying multiple levels/layers Uses glFramebufferTextureLayer to copy multiple layers, copies levels individually (and scales the regions). Remove CopyArrayScaled, since the backend copy handles it now.
2020-11-16Propagate zeta format properly (#1716)gdkchan
2020-11-09Size hints for copy regions and viewport dimensions to avoid data loss (#1686)riperiperi
* Size hints for copy regions and viewport dimensions to avoid data loss * Reword comment. * Use info for the rule rather than calculating aligned size. * Reorder min/max, remove spaces
2020-11-05Separate zeta from color formats (#1647)gdkchan
2020-08-31Fix: Issue #1475 Texture Compatibility Check methods need to be centralized ↵sharmander
(#1482) * Texture Compatibility Check methods need to be centralized #1475 * Fix spacing * Fix spacing * Undo removal of .ToString() * Move isPerfectMatch back to Texture.cs Rename parameters in TextureCompatibility.cs for consistency * Add switch from 1474 to TextureCompatibility as requested by mageven. * Actually add TextureCompatibility changes to the PR (Add DeriveDepthFormat method) * Alignment corrections + Derive method signature adjustment. * Removed empty line as erquested * Remove empty lines * Remove blank lines, fix alignment * Fix alignment * Remove emtpy line
2020-08-14Add missing depth-color conversions in CopyTexture (#1474)mageven
* Add missing depth-color conversions in CopyTexture * Whitespace * switch expression
2020-07-07Implement Zero-Configuration Resolution Scaling (#1365)riperiperi
* Initial implementation of Render Target Scaling Works with most games I have. No GUI option right now, it is hardcoded. Missing handling for texelFetch operation. * Realtime Configuration, refactoring. * texelFetch scaling on fragment shader (WIP) * Improve Shader-Side changes. * Fix potential crash when no color/depth bound * Workaround random uses of textures in compute. This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything. * Fix scales oscillating when changing between non-native scales. * Scaled textures on compute, cleanup, lazier uniform update. * Cleanup. * Fix stupidity * Address Thog Feedback. * Cover most of GDK's feedback (two comments remain) * Fix bad rename * Move IsDepthStencil to FormatExtensions, add docs. * Fix default config, square texture detection. * Three final fixes: - Nearest copy when texture is integer format. - Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error) - Discount small textures. * Remove scale threshold. Not needed right now - we'll see if we run into problems. * All CPU modification blacklists scale. * Fix comment.
2020-02-07Only enumerate cached textures that are modified when flushing. (#918)riperiperi
* Only enumarate cached textures that are modified when flushing, rather than all of them. * Remove locking. * Add missing clear. * Remove texture from modified list when data is disposed. In case the game does not call either flush method at any point. * Add ReferenceEqualityComparer from jD for the HashSet
2020-01-09Add XML documentation to Ryujinx.Graphics.Gpu.Enginegdkchan
2020-01-09Some code cleanupgdkchan
2020-01-09Initial support for the guest OpenGL driver (NVIDIA and Nouveau)gdkchan
2020-01-09Separate sub-channel stategdk
2020-01-09Add per-source type memory change tracking, simplified state change ↵gdk
tracking, other fixes
2020-01-09Initial workgdk