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
101 lines
2.8 KiB
C#
101 lines
2.8 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
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using System;
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namespace Ryujinx.Graphics.OpenGL.Image
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{
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class TextureBuffer : TextureBase, ITexture
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{
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private Renderer _renderer;
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private int _bufferOffset;
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private int _bufferSize;
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private int _bufferCount;
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private BufferHandle _buffer;
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public TextureBuffer(Renderer renderer, TextureCreateInfo info) : base(info)
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{
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_renderer = renderer;
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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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throw new NotSupportedException();
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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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throw new NotSupportedException();
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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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throw new NotSupportedException();
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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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throw new NotSupportedException();
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}
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public ReadOnlySpan<byte> GetData()
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{
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return Buffer.GetData(_renderer, _buffer, _bufferOffset, _bufferSize);
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}
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public ReadOnlySpan<byte> GetData(int layer, int level)
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{
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return GetData();
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}
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public void SetData(ReadOnlySpan<byte> data)
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{
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Buffer.SetData(_buffer, _bufferOffset, data.Slice(0, Math.Min(data.Length, _bufferSize)));
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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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throw new NotSupportedException();
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}
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public void SetStorage(BufferRange buffer)
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{
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if (_buffer != BufferHandle.Null &&
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_buffer == buffer.Handle &&
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buffer.Offset == _bufferOffset &&
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buffer.Size == _bufferSize &&
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_renderer.BufferCount == _bufferCount)
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{
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// Only rebind the buffer when more have been created.
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return;
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}
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_buffer = buffer.Handle;
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_bufferOffset = buffer.Offset;
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_bufferSize = buffer.Size;
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_bufferCount = _renderer.BufferCount;
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Bind(0);
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SizedInternalFormat format = (SizedInternalFormat)FormatTable.GetFormatInfo(Info.Format).PixelInternalFormat;
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GL.TexBufferRange(TextureBufferTarget.TextureBuffer, format, _buffer.ToInt32(), (IntPtr)buffer.Offset, buffer.Size);
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}
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public void Dispose()
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{
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if (Handle != 0)
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{
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GL.DeleteTexture(Handle);
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Handle = 0;
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}
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}
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public void Release()
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{
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Dispose();
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}
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}
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}
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