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