Fix for texture pool not being updated when it should + buffer texture related fixes (#2911)
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parent
521a07e612
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4 changed files with 66 additions and 37 deletions
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@ -34,6 +34,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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{ nameof(ThreedClassState.LaunchDma), new RwCallback(LaunchDma, null) },
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{ nameof(ThreedClassState.LoadInlineData), new RwCallback(LoadInlineData, null) },
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{ nameof(ThreedClassState.SyncpointAction), new RwCallback(IncrementSyncpoint, null) },
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{ nameof(ThreedClassState.InvalidateSamplerCacheNoWfi), new RwCallback(InvalidateSamplerCacheNoWfi, null) },
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{ nameof(ThreedClassState.InvalidateTextureHeaderCacheNoWfi), new RwCallback(InvalidateTextureHeaderCacheNoWfi, null) },
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{ nameof(ThreedClassState.TextureBarrier), new RwCallback(TextureBarrier, null) },
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{ nameof(ThreedClassState.TextureBarrierTiled), new RwCallback(TextureBarrierTiled, null) },
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{ nameof(ThreedClassState.DrawTextureSrcY), new RwCallback(DrawTexture, null) },
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@ -227,6 +229,24 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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_context.Synchronization.IncrementSyncpoint(syncpointId);
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}
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/// <summary>
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/// Invalidates the cache with the sampler descriptors from the sampler pool.
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/// </summary>
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/// <param name="argument">Method call argument (unused)</param>
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private void InvalidateSamplerCacheNoWfi(int argument)
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{
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_context.AdvanceSequence();
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}
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/// <summary>
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/// Invalidates the cache with the texture descriptors from the texture pool.
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/// </summary>
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/// <param name="argument">Method call argument (unused)</param>
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private void InvalidateTextureHeaderCacheNoWfi(int argument)
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{
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_context.AdvanceSequence();
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}
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/// <summary>
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/// Issues a texture barrier.
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/// This waits until previous texture writes from the GPU to finish, before
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