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author | riperiperi <rhy3756547@hotmail.com> | 2024-01-31 22:49:50 +0000 |
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committer | GitHub <noreply@github.com> | 2024-01-31 23:49:50 +0100 |
commit | c94f0fbb8307873f68df982c100d3fb01aa6ccf5 (patch) | |
tree | 327a039f016b3e0ae45713e0f5dd413a04d673ae /src/Ryujinx.Memory/Tracking/RegionSignal.cs | |
parent | d1b30fbe08d79ad81167358779d77cf4e7167386 (diff) |
Vulkan: Add Render Pass / Framebuffer Cache (#6182)1.1.1154
* Vulkan: Add Render Pass / Framebuffer Cache
Cache is owned by each texture view.
- Window's way of getting framebuffer cache for swapchain images is really messy - it creates a TextureView out of just a vk image view, with invalid info and no storage.
* Clear up limited use of alternate TextureView constructor
* Formatting and messages
* More formatting and messages
I apologize for `_colorsCanonical[index]?.Storage?.InsertReadToWriteBarrier`, the compiler made me do it
* Self review, change GetFramebuffer to GetPassAndFramebuffer
* Avoid allocations on Remove for HashTableSlim
* Member can be readonly
* Generate texture create info for swapchain images
* Improve hashcode
* Remove format, samples, size and isDepthStencil when possible
Tested in a number of games, seems fine.
* Removed load op barriers
These can be introduced later.
* Reintroduce UpdateModifications
Technically meant to be replaced by load op stuff.
Diffstat (limited to 'src/Ryujinx.Memory/Tracking/RegionSignal.cs')
0 files changed, 0 insertions, 0 deletions