Ryujinx/Ryujinx.Graphics.Gpu/Memory/GpuRegionHandle.cs
riperiperi b530f0e110
Texture Cache: "Texture Groups" and "Texture Dependencies" (#2001)
* Initial implementation (3d tex mips broken)

This works rather well for most games, just need to fix 3d texture mips.

* Cleanup

* Address feedback

* Copy Dependencies and various other fixes

* Fix layer/level offset for copy from view<->view.

* Remove dirty flag from dependency

The dirty flag behaviour is not needed - DeferredCopy is all we need.

* Fix tracking mip slices.

* Propagate granularity (fix astral chain)

* Address Feedback pt 1

* Save slice sizes as part of SizeInfo

* Fix nits

* Fix disposing multiple dependencies causing a crash

This list is obviously modified when removing dependencies, so create a copy of it.
2021-03-02 19:30:54 -03:00

61 lines
1.5 KiB
C#

using Ryujinx.Cpu.Tracking;
using Ryujinx.Memory.Tracking;
using System;
namespace Ryujinx.Graphics.Gpu.Memory
{
class GpuRegionHandle : IRegionHandle
{
private readonly CpuRegionHandle[] _cpuRegionHandles;
public bool Dirty
{
get
{
foreach (var regionHandle in _cpuRegionHandles)
{
if (regionHandle.Dirty)
{
return true;
}
}
return false;
}
}
public ulong Address => throw new NotSupportedException();
public ulong Size => throw new NotSupportedException();
public ulong EndAddress => throw new NotSupportedException();
public GpuRegionHandle(CpuRegionHandle[] cpuRegionHandles)
{
_cpuRegionHandles = cpuRegionHandles;
}
public void Dispose()
{
foreach (var regionHandle in _cpuRegionHandles)
{
regionHandle.Dispose();
}
}
public void RegisterAction(RegionSignal action)
{
foreach (var regionHandle in _cpuRegionHandles)
{
regionHandle.RegisterAction(action);
}
}
public void Reprotect(bool asDirty = false)
{
foreach (var regionHandle in _cpuRegionHandles)
{
regionHandle.Reprotect(asDirty);
}
}
}
}