From cda659955ced1b16839cdd1e7fea1ef6f8d99041 Mon Sep 17 00:00:00 2001 From: riperiperi Date: Sun, 9 Jan 2022 16:28:48 +0000 Subject: 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 --- Ryujinx.Graphics.GAL/Multithreading/CommandHelper.cs | 2 ++ 1 file changed, 2 insertions(+) (limited to 'Ryujinx.Graphics.GAL/Multithreading/CommandHelper.cs') diff --git a/Ryujinx.Graphics.GAL/Multithreading/CommandHelper.cs b/Ryujinx.Graphics.GAL/Multithreading/CommandHelper.cs index 6111e32c..67e8315b 100644 --- a/Ryujinx.Graphics.GAL/Multithreading/CommandHelper.cs +++ b/Ryujinx.Graphics.GAL/Multithreading/CommandHelper.cs @@ -111,6 +111,8 @@ namespace Ryujinx.Graphics.GAL.Multithreading TextureCreateViewCommand.Run(ref GetCommand(memory), threaded, renderer); _lookup[(int)CommandType.TextureGetData] = (Span memory, ThreadedRenderer threaded, IRenderer renderer) => TextureGetDataCommand.Run(ref GetCommand(memory), threaded, renderer); + _lookup[(int)CommandType.TextureGetDataSlice] = (Span memory, ThreadedRenderer threaded, IRenderer renderer) => + TextureGetDataSliceCommand.Run(ref GetCommand(memory), threaded, renderer); _lookup[(int)CommandType.TextureRelease] = (Span memory, ThreadedRenderer threaded, IRenderer renderer) => TextureReleaseCommand.Run(ref GetCommand(memory), threaded, renderer); _lookup[(int)CommandType.TextureSetData] = (Span memory, ThreadedRenderer threaded, IRenderer renderer) => -- cgit v1.2.3