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path: root/Ryujinx.Graphics.OpenGL/Image/TextureStorage.cs
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2021-04-17Fix intel view copy workaround. (#2216)riperiperi
The texture target must be taken from the storage rather than the view, when using the storage handle for the copy.
2021-04-13Fix sub-image copies on intel GPUs (#2198)gdkchan
2020-11-20Perform Compressed<->Uncompressed copies using Pixel Buffer Objects (#1732)riperiperi
* PBO single layer copy, part 1 Still needs ability to take and set width/height slices. (using pack paramaters) * PBO Copies pt 2 * Some fixes and cleanup. * Misc Cleanup * Move handle into the TextureInfo interface. This interface is shared between texture storages and views. * Move unscaled copy to the TextureCopy class. * Address feedback.
2020-10-29Scale texture resolution before sending to backend (#1646)gdkchan
* Work * Propagate scale factor to copy temp. Not really needed, just here for consistency * PR feedback
2020-09-10Texture/Buffer Memory Management Improvements (#1408)riperiperi
* Initial implementation. Still pending better valid-overlap handling, disposed pool, compressed format flush fix. * Very messy backend resource cache. * Oops * Dispose -> Release * Improve Release/Dispose. * More rule refinement. * View compatibility levels as an enum - you can always know if a view is only copy compatible. * General cleanup. Use locking on the resource cache, as it is likely to be used by other threads in future. * Rename resource cache to resource pool. * Address some of the smaller nits. * Fix regression with MK8 lens flare Texture flushes done the old way should trigger memory tracking. * Use TextureCreateInfo as a key. It now implements IEquatable and generates a hashcode based on width/height. * Fix size change for compressed+non-compressed view combos. Before, this could set either the compressed or non compressed texture with a size with the wrong size, depending on which texture had its size changed. This caused exceptions when flushing the texture. Now it correctly takes the block size into account, assuming that these textures are only related because a pixel in the non-compressed texture represents a block in the compressed one. * Implement JD's suggestion for HashCode Combine Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com> * Address feedback * Address feedback. Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com>
2020-08-04Improved Logger (#1292)mageven
* Logger class changes only Now compile-time checking is possible with the help of Nullable Value types. * Misc formatting * Manual optimizations PrintGuestLog PrintGuestStackTrace Surfaceflinger DequeueBuffer * Reduce SendVibrationXX log level to Debug * Add Notice log level This level is always enabled and used to print system info, etc... Also, rewrite LogColor to switch expression as colors are static * Unify unhandled exception event handlers * Print enabled LogLevels during init * Re-add App Exit disposes in proper order nit: switch case spacing * Revert PrintGuestStackTrace to Info logs due to #1407 PrintGuestStackTrace is now called in some critical error handlers so revert to old behavior as KThread isn't part of Guest. * Batch replace Logger statements
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.
2020-05-23Spanify Graphics Abstraction Layer (#1226)gdkchan
* Spanify Graphics Abstraction Layer * Be explicit about BufferHandle size