mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-08-16 13:48:42 +02:00
* 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
25 lines
829 B
C#
25 lines
829 B
C#
using System;
|
|
|
|
namespace Ryujinx.Graphics.GAL
|
|
{
|
|
public interface ITexture
|
|
{
|
|
int Width { get; }
|
|
int Height { get; }
|
|
float ScaleFactor { get; }
|
|
|
|
void CopyTo(ITexture destination, int firstLayer, int firstLevel);
|
|
void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel);
|
|
void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter);
|
|
|
|
ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel);
|
|
|
|
ReadOnlySpan<byte> GetData();
|
|
ReadOnlySpan<byte> GetData(int layer, int level);
|
|
|
|
void SetData(ReadOnlySpan<byte> data);
|
|
void SetData(ReadOnlySpan<byte> data, int layer, int level);
|
|
void SetStorage(BufferRange buffer);
|
|
void Release();
|
|
}
|
|
} |