Flush buffers and texture data through a persistent mapped buffer. (#2481)
* Use persistent buffers to flush texture data * Flush buffers via copy to persistent buffers. * Log error when timing out, small refactoring.
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@ -876,9 +876,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// This is not cheap, avoid doing that unless strictly needed.
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/// </remarks>
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/// <returns>Host texture data</returns>
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private Span<byte> GetTextureDataFromGpu(bool blacklist, ITexture texture = null)
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private ReadOnlySpan<byte> GetTextureDataFromGpu(bool blacklist, ITexture texture = null)
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{
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Span<byte> data;
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ReadOnlySpan<byte> data;
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if (texture != null)
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{
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