From 10e17ab423ba84856eb7411ce04d38989ac70a58 Mon Sep 17 00:00:00 2001 From: riperiperi Date: Sun, 18 Jul 2021 15:45:50 +0100 Subject: Only use persistent buffers to flush on NVIDIA and Windows+AMD (#2489) It seems like this method of flushing data is much slower on Mesa drivers, and slightly slower on Intel Windows. Have not tested Intel Mesa, but I'm assuming it is the same as AMD. This also adds vendor detection for AMD on Unix, which counted as "Unknown" before. --- Ryujinx.Graphics.OpenGL/PersistentBuffers.cs | 9 +-------- 1 file changed, 1 insertion(+), 8 deletions(-) (limited to 'Ryujinx.Graphics.OpenGL/PersistentBuffers.cs') diff --git a/Ryujinx.Graphics.OpenGL/PersistentBuffers.cs b/Ryujinx.Graphics.OpenGL/PersistentBuffers.cs index a7cefca3..740f8b98 100644 --- a/Ryujinx.Graphics.OpenGL/PersistentBuffers.cs +++ b/Ryujinx.Graphics.OpenGL/PersistentBuffers.cs @@ -63,15 +63,8 @@ namespace Ryujinx.Graphics.OpenGL GL.DeleteSync(sync); } - public byte[] GetTextureData(TextureView view) + public byte[] GetTextureData(TextureView view, int size) { - int size = 0; - - for (int level = 0; level < view.Info.Levels; level++) - { - size += view.Info.GetMipSize(level); - } - EnsureBuffer(size); GL.BindBuffer(BufferTarget.PixelPackBuffer, _copyBufferHandle); -- cgit v1.2.3