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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.OpenGL/Image/TextureView.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.OpenGL/Image/TextureView.cs')
-rw-r--r-- | Ryujinx.Graphics.OpenGL/Image/TextureView.cs | 44 |
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) |