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author | riperiperi <rhy3756547@hotmail.com> | 2022-01-09 16:28:48 +0000 |
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committer | GitHub <noreply@github.com> | 2022-01-09 13:28:48 -0300 |
commit | cda659955ced1b16839cdd1e7fea1ef6f8d99041 (patch) | |
tree | 41d0d7a705f9feb7b43c9e5bac14dafee7878220 /Ryujinx.Graphics.GAL/Multithreading/CommandHelper.cs | |
parent | 4864648e727c6f526e3b65478f222c15468f6074 (diff) |
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
Diffstat (limited to 'Ryujinx.Graphics.GAL/Multithreading/CommandHelper.cs')
-rw-r--r-- | Ryujinx.Graphics.GAL/Multithreading/CommandHelper.cs | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.GAL/Multithreading/CommandHelper.cs b/Ryujinx.Graphics.GAL/Multithreading/CommandHelper.cs index 6111e32c..67e8315b 100644 --- a/Ryujinx.Graphics.GAL/Multithreading/CommandHelper.cs +++ b/Ryujinx.Graphics.GAL/Multithreading/CommandHelper.cs @@ -111,6 +111,8 @@ namespace Ryujinx.Graphics.GAL.Multithreading TextureCreateViewCommand.Run(ref GetCommand<TextureCreateViewCommand>(memory), threaded, renderer); _lookup[(int)CommandType.TextureGetData] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) => TextureGetDataCommand.Run(ref GetCommand<TextureGetDataCommand>(memory), threaded, renderer); + _lookup[(int)CommandType.TextureGetDataSlice] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) => + TextureGetDataSliceCommand.Run(ref GetCommand<TextureGetDataSliceCommand>(memory), threaded, renderer); _lookup[(int)CommandType.TextureRelease] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) => TextureReleaseCommand.Run(ref GetCommand<TextureReleaseCommand>(memory), threaded, renderer); _lookup[(int)CommandType.TextureSetData] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) => |