From cda659955ced1b16839cdd1e7fea1ef6f8d99041 Mon Sep 17 00:00:00 2001
From: riperiperi <rhy3756547@hotmail.com>
Date: Sun, 9 Jan 2022 16:28:48 +0000
Subject: 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
---
 .../Commands/Texture/TextureGetDataSliceCommand.cs | 30 ++++++++++++++++++++++
 1 file changed, 30 insertions(+)
 create mode 100644 Ryujinx.Graphics.GAL/Multithreading/Commands/Texture/TextureGetDataSliceCommand.cs

(limited to 'Ryujinx.Graphics.GAL/Multithreading/Commands/Texture/TextureGetDataSliceCommand.cs')

diff --git a/Ryujinx.Graphics.GAL/Multithreading/Commands/Texture/TextureGetDataSliceCommand.cs b/Ryujinx.Graphics.GAL/Multithreading/Commands/Texture/TextureGetDataSliceCommand.cs
new file mode 100644
index 00000000..207e5784
--- /dev/null
+++ b/Ryujinx.Graphics.GAL/Multithreading/Commands/Texture/TextureGetDataSliceCommand.cs
@@ -0,0 +1,30 @@
+using Ryujinx.Graphics.GAL.Multithreading.Model;
+using Ryujinx.Graphics.GAL.Multithreading.Resources;
+using System;
+
+namespace Ryujinx.Graphics.GAL.Multithreading.Commands.Texture
+{
+    struct TextureGetDataSliceCommand : IGALCommand
+    {
+        public CommandType CommandType => CommandType.TextureGetDataSlice;
+        private TableRef<ThreadedTexture> _texture;
+        private TableRef<ResultBox<PinnedSpan<byte>>> _result;
+        private int _layer;
+        private int _level;
+
+        public void Set(TableRef<ThreadedTexture> texture, TableRef<ResultBox<PinnedSpan<byte>>> result, int layer, int level)
+        {
+            _texture = texture;
+            _result = result;
+            _layer = layer;
+            _level = level;
+        }
+
+        public static void Run(ref TextureGetDataSliceCommand command, ThreadedRenderer threaded, IRenderer renderer)
+        {
+            ReadOnlySpan<byte> result = command._texture.Get(threaded).Base.GetData(command._layer, command._level);
+
+            command._result.Get(threaded).Result = new PinnedSpan<byte>(result);
+        }
+    }
+}
-- 
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