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https://github.com/Ryujinx/Ryujinx.git
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* Improve Buffer Textures and flush Image Stores Fixes a number of issues with buffer textures: - Reworked Buffer Textures to create their buffers in the TextureManager, then bind them with the BufferManager later. - Fixes an issue where a buffer texture's buffer could be invalidated after it is bound, but before use. - Fixed width unpacking for large buffer textures. The width is now 32-bit rather than 16. - Force buffer textures to be rebound whenever any buffer is created, as using the handle id wasn't reliable, and the cost of binding isn't too high. Fixes vertex explosions and flickering animations in UE4 games. * Set ImageStore flag... for ImageStore. * Check the offset and size.
95 lines
2.6 KiB
C#
95 lines
2.6 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
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using System;
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namespace Ryujinx.Graphics.OpenGL.Image
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{
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class TextureBuffer : TextureBase, ITexture
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{
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private Renderer _renderer;
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private int _bufferOffset;
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private int _bufferSize;
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private int _bufferCount;
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private BufferHandle _buffer;
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public TextureBuffer(Renderer renderer, TextureCreateInfo info) : base(info)
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{
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_renderer = renderer;
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}
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public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
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{
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throw new NotSupportedException();
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}
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public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
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{
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throw new NotSupportedException();
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}
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public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
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{
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throw new NotSupportedException();
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}
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public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
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{
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throw new NotSupportedException();
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}
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public byte[] GetData()
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{
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return Buffer.GetData(_buffer, _bufferOffset, _bufferSize);
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}
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public void SetData(ReadOnlySpan<byte> data)
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{
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Buffer.SetData(_buffer, _bufferOffset, data.Slice(0, Math.Min(data.Length, _bufferSize)));
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}
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public void SetData(ReadOnlySpan<byte> data, int layer, int level)
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{
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throw new NotSupportedException();
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}
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public void SetStorage(BufferRange buffer)
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{
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if (_buffer != BufferHandle.Null &&
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buffer.Offset == _bufferOffset &&
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buffer.Size == _bufferSize &&
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_renderer.BufferCount == _bufferCount)
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{
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// Only rebind the buffer when more have been created.
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return;
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}
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_buffer = buffer.Handle;
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_bufferOffset = buffer.Offset;
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_bufferSize = buffer.Size;
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_bufferCount = _renderer.BufferCount;
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Bind(0);
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SizedInternalFormat format = (SizedInternalFormat)FormatTable.GetFormatInfo(Info.Format).PixelInternalFormat;
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GL.TexBufferRange(TextureBufferTarget.TextureBuffer, format, _buffer.ToInt32(), (IntPtr)buffer.Offset, buffer.Size);
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}
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public void Dispose()
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{
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if (Handle != 0)
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{
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GL.DeleteTexture(Handle);
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Handle = 0;
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}
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}
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public void Release()
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{
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Dispose();
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}
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}
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}
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