diff options
author | riperiperi <rhy3756547@hotmail.com> | 2023-05-01 20:05:12 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2023-05-01 16:05:12 -0300 |
commit | e18d258fa09379f31ca4310fbbe9e1869581d49f (patch) | |
tree | c8427df586f4385feef9b8d201a648aeb2afec1b /src/Ryujinx.Graphics.GAL/Multithreading/Resources/ThreadedTexture.cs | |
parent | 36f10df775cf0c678548b97346432095823dfd8a (diff) |
GPU: Pre-emptively flush textures that are flushed often (to imported memory when available) (#4711)1.1.741
* 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.
Diffstat (limited to 'src/Ryujinx.Graphics.GAL/Multithreading/Resources/ThreadedTexture.cs')
-rw-r--r-- | src/Ryujinx.Graphics.GAL/Multithreading/Resources/ThreadedTexture.cs | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.GAL/Multithreading/Resources/ThreadedTexture.cs b/src/Ryujinx.Graphics.GAL/Multithreading/Resources/ThreadedTexture.cs index ee1cfa29..bb0b05fb 100644 --- a/src/Ryujinx.Graphics.GAL/Multithreading/Resources/ThreadedTexture.cs +++ b/src/Ryujinx.Graphics.GAL/Multithreading/Resources/ThreadedTexture.cs @@ -108,6 +108,12 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Resources } } + public void CopyTo(BufferRange range, int layer, int level, int stride) + { + _renderer.New<TextureCopyToBufferCommand>().Set(Ref(this), range, layer, level, stride); + _renderer.QueueCommand(); + } + public void SetData(SpanOrArray<byte> data) { _renderer.New<TextureSetDataCommand>().Set(Ref(this), Ref(data.ToArray())); |