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 --- .../Multithreading/Resources/ThreadedTexture.cs | 18 ++++++++++++++++++ 1 file changed, 18 insertions(+) (limited to 'Ryujinx.Graphics.GAL/Multithreading/Resources/ThreadedTexture.cs') diff --git a/Ryujinx.Graphics.GAL/Multithreading/Resources/ThreadedTexture.cs b/Ryujinx.Graphics.GAL/Multithreading/Resources/ThreadedTexture.cs index 634d32fa..64d8aa3b 100644 --- a/Ryujinx.Graphics.GAL/Multithreading/Resources/ThreadedTexture.cs +++ b/Ryujinx.Graphics.GAL/Multithreading/Resources/ThreadedTexture.cs @@ -89,6 +89,24 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Resources } } + public ReadOnlySpan GetData(int layer, int level) + { + if (_renderer.IsGpuThread()) + { + ResultBox> box = new ResultBox>(); + _renderer.New().Set(Ref(this), Ref(box), layer, level); + _renderer.InvokeCommand(); + + return box.Result.Get(); + } + else + { + ThreadedHelpers.SpinUntilNonNull(ref Base); + + return Base.GetData(layer, level); + } + } + public void SetData(ReadOnlySpan data) { _renderer.New().Set(Ref(this), Ref(data.ToArray())); -- cgit v1.2.3