Files
Ryujinx/src/Ryujinx.Graphics.GAL/Multithreading/Commands/Renderer/CreateBufferAccessCommand.cs
riperiperi e18d258fa0 GPU: Pre-emptively flush textures that are flushed often (to imported memory when available) (#4711)
* WIP texture pre-flush

Improve performance of TextureView GetData to buffer

Fix copy/sync ordering

Fix minor bug

Make this actually work

WIP host mapping stuff

* Fix usage flags

* message

* Cleanup 1

* Fix rebase

* Fix

* Improve pre-flush rules

* Fix pre-flush

* A lot of cleanup

* Use the host memory bits

* Select the correct memory type

* Cleanup TextureGroupHandle

* Missing comment

* Remove debugging logs

* Revert BufferHandle _value access modifier

* One interrupt action at a time.

* Support D32S8 to D24S8 conversion, safeguards

* Interrupt cannot happen in sync handle's lock

Waitable needs to be checked twice now, but this should stop it from deadlocking.

* Remove unused using

* Address some feedback

* Address feedback

* Address more feedback

* Address more feedback

* Improve sync rules

Should allow for faster sync in some cases.
2023-05-01 16:05:12 -03:00

23 lines
827 B
C#

namespace Ryujinx.Graphics.GAL.Multithreading.Commands.Renderer
{
struct CreateBufferAccessCommand : IGALCommand, IGALCommand<CreateBufferAccessCommand>
{
public CommandType CommandType => CommandType.CreateBufferAccess;
private BufferHandle _threadedHandle;
private int _size;
private BufferAccess _access;
public void Set(BufferHandle threadedHandle, int size, BufferAccess access)
{
_threadedHandle = threadedHandle;
_size = size;
_access = access;
}
public static void Run(ref CreateBufferAccessCommand command, ThreadedRenderer threaded, IRenderer renderer)
{
threaded.Buffers.AssignBuffer(command._threadedHandle, renderer.CreateBuffer(command._size, command._access));
}
}
}