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authorriperiperi <rhy3756547@hotmail.com>2023-05-01 20:05:12 +0100
committerGitHub <noreply@github.com>2023-05-01 16:05:12 -0300
commite18d258fa09379f31ca4310fbbe9e1869581d49f (patch)
treec8427df586f4385feef9b8d201a648aeb2afec1b /src/Ryujinx.Graphics.GAL/Multithreading/Resources/ThreadedTexture.cs
parent36f10df775cf0c678548b97346432095823dfd8a (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.cs6
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()));