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
This commit is contained in:
riperiperi
2022-01-09 16:28:48 +00:00
committed by GitHub
parent 4864648e72
commit cda659955c
26 changed files with 1453 additions and 329 deletions

View File

@ -97,6 +97,7 @@ namespace Ryujinx.Graphics.Texture
int width,
int height,
int depth,
int sliceDepth,
int levels,
int layers,
int blockWidth,
@ -172,6 +173,8 @@ namespace Ryujinx.Graphics.Texture
mipGobBlocksInZ,
bytesPerPixel);
int sd = Math.Max(1, sliceDepth >> level);
unsafe bool Convert<T>(Span<byte> output, ReadOnlySpan<byte> data) where T : unmanaged
{
fixed (byte* outputPtr = output, dataPtr = data)
@ -181,7 +184,7 @@ namespace Ryujinx.Graphics.Texture
{
byte* inBaseOffset = dataPtr + (layer * sizeInfo.LayerSize + sizeInfo.GetMipOffset(level));
for (int z = 0; z < d; z++)
for (int z = 0; z < sd; z++)
{
layoutConverter.SetZ(z);
for (int y = 0; y < h; y++)
@ -364,6 +367,7 @@ namespace Ryujinx.Graphics.Texture
int width,
int height,
int depth,
int sliceDepth,
int levels,
int layers,
int blockWidth,
@ -432,6 +436,8 @@ namespace Ryujinx.Graphics.Texture
mipGobBlocksInZ,
bytesPerPixel);
int sd = Math.Max(1, sliceDepth >> level);
unsafe bool Convert<T>(Span<byte> output, ReadOnlySpan<byte> data) where T : unmanaged
{
fixed (byte* outputPtr = output, dataPtr = data)
@ -441,7 +447,7 @@ namespace Ryujinx.Graphics.Texture
{
byte* outBaseOffset = outputPtr + (layer * sizeInfo.LayerSize + sizeInfo.GetMipOffset(level));
for (int z = 0; z < d; z++)
for (int z = 0; z < sd; z++)
{
layoutConverter.SetZ(z);
for (int y = 0; y < h; y++)