Add locking methods to the ogl resource cache (#238)
* Add locking methods to the ogl resource cache * Remove some unused arguments * Add the ZF32 texture format
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791fe70810
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1968386808
10 changed files with 122 additions and 26 deletions
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@ -73,6 +73,8 @@ namespace Ryujinx.HLE.Gpu.Engines
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private void VertexEndGl(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
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{
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LockCaches();
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SetFrameBuffer(Vmm, 0);
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long[] Keys = UploadShaders(Vmm);
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@ -90,6 +92,20 @@ namespace Ryujinx.HLE.Gpu.Engines
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UploadTextures(Vmm, Keys);
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UploadUniforms(Vmm);
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UploadVertexArrays(Vmm);
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UnlockCaches();
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}
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private void LockCaches()
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{
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Gpu.Renderer.Rasterizer.LockCaches();
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Gpu.Renderer.Texture.LockCache();
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}
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private void UnlockCaches()
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{
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Gpu.Renderer.Rasterizer.UnlockCaches();
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Gpu.Renderer.Texture.UnlockCache();
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}
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private void ClearBuffers(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
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@ -570,7 +586,7 @@ namespace Ryujinx.HLE.Gpu.Engines
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Gpu.Renderer.Rasterizer.CreateIbo(IboKey, Data);
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}
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Gpu.Renderer.Rasterizer.SetIndexArray(IboKey, IbSize, IndexFormat);
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Gpu.Renderer.Rasterizer.SetIndexArray(IbSize, IndexFormat);
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}
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List<GalVertexAttrib>[] Attribs = new List<GalVertexAttrib>[32];
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@ -634,7 +650,7 @@ namespace Ryujinx.HLE.Gpu.Engines
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Gpu.Renderer.Rasterizer.CreateVbo(VboKey, Data);
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}
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Gpu.Renderer.Rasterizer.SetVertexArray(Index, Stride, VboKey, Attribs[Index].ToArray());
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Gpu.Renderer.Rasterizer.SetVertexArray(Stride, VboKey, Attribs[Index].ToArray());
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}
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GalPrimitiveType PrimType = (GalPrimitiveType)(PrimCtrl & 0xffff);
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@ -28,15 +28,25 @@ namespace Ryujinx.HLE.Gpu.Texture
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{
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switch (Texture.Format)
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{
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case GalTextureFormat.R32G32B32A32: return Texture.Width * Texture.Height * 16;
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case GalTextureFormat.R16G16B16A16: return Texture.Width * Texture.Height * 8;
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case GalTextureFormat.A8B8G8R8: return Texture.Width * Texture.Height * 4;
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case GalTextureFormat.R32: return Texture.Width * Texture.Height * 4;
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case GalTextureFormat.A1B5G5R5: return Texture.Width * Texture.Height * 2;
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case GalTextureFormat.B5G6R5: return Texture.Width * Texture.Height * 2;
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case GalTextureFormat.G8R8: return Texture.Width * Texture.Height * 2;
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case GalTextureFormat.R16: return Texture.Width * Texture.Height * 2;
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case GalTextureFormat.R8: return Texture.Width * Texture.Height;
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case GalTextureFormat.R32G32B32A32:
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return Texture.Width * Texture.Height * 16;
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case GalTextureFormat.R16G16B16A16:
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return Texture.Width * Texture.Height * 8;
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case GalTextureFormat.A8B8G8R8:
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case GalTextureFormat.R32:
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case GalTextureFormat.ZF32:
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return Texture.Width * Texture.Height * 4;
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case GalTextureFormat.A1B5G5R5:
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case GalTextureFormat.B5G6R5:
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case GalTextureFormat.G8R8:
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case GalTextureFormat.R16:
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return Texture.Width * Texture.Height * 2;
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case GalTextureFormat.R8:
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return Texture.Width * Texture.Height;
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case GalTextureFormat.BC1:
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case GalTextureFormat.BC4:
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@ -25,6 +25,7 @@ namespace Ryujinx.HLE.Gpu.Texture
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case GalTextureFormat.BC3: return Read16Bpt4x4(Memory, Texture);
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case GalTextureFormat.BC4: return Read8Bpt4x4 (Memory, Texture);
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case GalTextureFormat.BC5: return Read16Bpt4x4(Memory, Texture);
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case GalTextureFormat.ZF32: return Read4Bpp (Memory, Texture);
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case GalTextureFormat.Astc2D4x4: return Read16Bpt4x4(Memory, Texture);
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}
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