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authorriperiperi <rhy3756547@hotmail.com>2022-01-09 16:28:48 +0000
committerGitHub <noreply@github.com>2022-01-09 13:28:48 -0300
commitcda659955ced1b16839cdd1e7fea1ef6f8d99041 (patch)
tree41d0d7a705f9feb7b43c9e5bac14dafee7878220 /Ryujinx.Graphics.OpenGL/Image/TextureView.cs
parent4864648e727c6f526e3b65478f222c15468f6074 (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.OpenGL/Image/TextureView.cs')
-rw-r--r--Ryujinx.Graphics.OpenGL/Image/TextureView.cs44
1 files changed, 33 insertions, 11 deletions
diff --git a/Ryujinx.Graphics.OpenGL/Image/TextureView.cs b/Ryujinx.Graphics.OpenGL/Image/TextureView.cs
index 40ab18ef..f03653c4 100644
--- a/Ryujinx.Graphics.OpenGL/Image/TextureView.cs
+++ b/Ryujinx.Graphics.OpenGL/Image/TextureView.cs
@@ -154,6 +154,24 @@ namespace Ryujinx.Graphics.OpenGL.Image
}
}
+ public unsafe ReadOnlySpan<byte> GetData(int layer, int level)
+ {
+ int size = Info.GetMipSize(level);
+
+ if (HwCapabilities.UsePersistentBufferForFlush)
+ {
+ return _renderer.PersistentBuffers.Default.GetTextureData(this, size, layer, level);
+ }
+ else
+ {
+ IntPtr target = _renderer.PersistentBuffers.Default.GetHostArray(size);
+
+ int offset = WriteTo2D(target, layer, level);
+
+ return new ReadOnlySpan<byte>(target.ToPointer(), size).Slice(offset);
+ }
+ }
+
public void WriteToPbo(int offset, bool forceBgra)
{
WriteTo(IntPtr.Zero + offset, forceBgra);
@@ -182,25 +200,29 @@ namespace Ryujinx.Graphics.OpenGL.Image
int mipSize = Info.GetMipSize2D(level);
- // The GL function returns all layers. Must return the offset of the layer we're interested in.
- int resultOffset = target switch
- {
- TextureTarget.TextureCubeMapArray => (layer / 6) * mipSize,
- TextureTarget.Texture1DArray => layer * mipSize,
- TextureTarget.Texture2DArray => layer * mipSize,
- _ => 0
- };
-
if (format.IsCompressed)
{
- GL.GetCompressedTexImage(target, level, data);
+ GL.GetCompressedTextureSubImage(Handle, level, 0, 0, layer, Math.Max(1, Info.Width >> level), Math.Max(1, Info.Height >> level), 1, mipSize, data);
+ }
+ else if (format.PixelFormat != PixelFormat.DepthStencil)
+ {
+ GL.GetTextureSubImage(Handle, level, 0, 0, layer, Math.Max(1, Info.Width >> level), Math.Max(1, Info.Height >> level), 1, pixelFormat, pixelType, mipSize, data);
}
else
{
GL.GetTexImage(target, level, pixelFormat, pixelType, data);
+
+ // The GL function returns all layers. Must return the offset of the layer we're interested in.
+ return target switch
+ {
+ TextureTarget.TextureCubeMapArray => (layer / 6) * mipSize,
+ TextureTarget.Texture1DArray => layer * mipSize,
+ TextureTarget.Texture2DArray => layer * mipSize,
+ _ => 0
+ };
}
- return resultOffset;
+ return 0;
}
private void WriteTo(IntPtr data, bool forceBgra = false)