Ryujinx/Ryujinx.Graphics.GAL/Target.cs
riperiperi 1fc90e57d2
Update range for remapped sparse textures instead of recreating them (#4442)
* Update sparsely mapped texture ranges without recreating

Important TODO in TexturePool. Smaller TODO: should I look into making textures with views also do this? It needs to be able to detect if the views can be instantly deleted without issue if they're now remapped.

* Actually do partial updates

* Signal group dirty after mappings changed

* Fix various issues (should work now)

* Further optimisation

Should load a lot less data (16x) when partial updating 3d textures.

* Improve stability

* Allow granular uploads on large textures, improve rules

* Actually avoid updating slices that aren't modified.

* Address some feedback, minor optimisation

* Small tweak

* Refactor DereferenceRequest

More specific initialization methods.

* Improve code for resetting handles

* Explain data loading a bit more

* Add some safety for setting null from different threads.

All texture sets come from the one thread, but null sets can come from multiple. Only decrement ref count if we succeeded the null set first.

* Address feedback 1

* Make a bit safer
2023-03-14 17:08:44 -03:00

34 lines
928 B
C#

namespace Ryujinx.Graphics.GAL
{
public enum Target
{
Texture1D,
Texture2D,
Texture3D,
Texture1DArray,
Texture2DArray,
Texture2DMultisample,
Texture2DMultisampleArray,
Cubemap,
CubemapArray,
TextureBuffer
}
public static class TargetExtensions
{
public static bool IsMultisample(this Target target)
{
return target == Target.Texture2DMultisample || target == Target.Texture2DMultisampleArray;
}
public static bool HasDepthOrLayers(this Target target)
{
return target == Target.Texture3D ||
target == Target.Texture1DArray ||
target == Target.Texture2DArray ||
target == Target.Texture2DMultisampleArray ||
target == Target.Cubemap ||
target == Target.CubemapArray;
}
}
}