cda659955c
* 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
134 lines
4.4 KiB
C#
134 lines
4.4 KiB
C#
using Ryujinx.Graphics.GAL.Multithreading.Commands.Texture;
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using Ryujinx.Graphics.GAL.Multithreading.Model;
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using System;
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namespace Ryujinx.Graphics.GAL.Multithreading.Resources
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{
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/// <summary>
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/// Threaded representation of a texture.
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/// </summary>
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class ThreadedTexture : ITexture
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{
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private ThreadedRenderer _renderer;
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private TextureCreateInfo _info;
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public ITexture Base;
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public int Width => _info.Width;
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public int Height => _info.Height;
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public float ScaleFactor { get; }
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public ThreadedTexture(ThreadedRenderer renderer, TextureCreateInfo info, float scale)
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{
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_renderer = renderer;
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_info = info;
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ScaleFactor = scale;
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}
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private TableRef<T> Ref<T>(T reference)
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{
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return new TableRef<T>(_renderer, reference);
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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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_renderer.New<TextureCopyToCommand>().Set(Ref(this), Ref((ThreadedTexture)destination), firstLayer, firstLevel);
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_renderer.QueueCommand();
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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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_renderer.New<TextureCopyToSliceCommand>().Set(Ref(this), Ref((ThreadedTexture)destination), srcLayer, dstLayer, srcLevel, dstLevel);
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_renderer.QueueCommand();
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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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ThreadedTexture dest = (ThreadedTexture)destination;
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if (_renderer.IsGpuThread())
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{
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_renderer.New<TextureCopyToScaledCommand>().Set(Ref(this), Ref(dest), srcRegion, dstRegion, linearFilter);
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_renderer.QueueCommand();
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}
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else
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{
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// Scaled copy can happen on another thread for a res scale flush.
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ThreadedHelpers.SpinUntilNonNull(ref Base);
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ThreadedHelpers.SpinUntilNonNull(ref dest.Base);
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Base.CopyTo(dest.Base, srcRegion, dstRegion, linearFilter);
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}
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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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ThreadedTexture newTex = new ThreadedTexture(_renderer, info, ScaleFactor);
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_renderer.New<TextureCreateViewCommand>().Set(Ref(this), Ref(newTex), info, firstLayer, firstLevel);
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_renderer.QueueCommand();
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return newTex;
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}
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public ReadOnlySpan<byte> GetData()
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{
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if (_renderer.IsGpuThread())
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{
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ResultBox<PinnedSpan<byte>> box = new ResultBox<PinnedSpan<byte>>();
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_renderer.New<TextureGetDataCommand>().Set(Ref(this), Ref(box));
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_renderer.InvokeCommand();
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return box.Result.Get();
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}
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else
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{
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ThreadedHelpers.SpinUntilNonNull(ref Base);
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return Base.GetData();
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}
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}
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public ReadOnlySpan<byte> GetData(int layer, int level)
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{
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if (_renderer.IsGpuThread())
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{
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ResultBox<PinnedSpan<byte>> box = new ResultBox<PinnedSpan<byte>>();
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_renderer.New<TextureGetDataSliceCommand>().Set(Ref(this), Ref(box), layer, level);
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_renderer.InvokeCommand();
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return box.Result.Get();
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}
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else
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{
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ThreadedHelpers.SpinUntilNonNull(ref Base);
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return Base.GetData(layer, level);
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}
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}
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public void SetData(ReadOnlySpan<byte> data)
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{
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_renderer.New<TextureSetDataCommand>().Set(Ref(this), Ref(data.ToArray()));
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_renderer.QueueCommand();
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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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_renderer.New<TextureSetDataSliceCommand>().Set(Ref(this), Ref(data.ToArray()), layer, level);
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_renderer.QueueCommand();
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}
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public void SetStorage(BufferRange buffer)
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{
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_renderer.New<TextureSetStorageCommand>().Set(Ref(this), buffer);
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_renderer.QueueCommand();
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}
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public void Release()
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{
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_renderer.New<TextureReleaseCommand>().Set(Ref(this));
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_renderer.QueueCommand();
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}
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}
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}
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