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
135 lines
4.4 KiB
C#
135 lines
4.4 KiB
C#
using Ryujinx.Graphics.GAL.Multithreading.Commands.Texture;
|
|
using Ryujinx.Graphics.GAL.Multithreading.Model;
|
|
using System;
|
|
|
|
namespace Ryujinx.Graphics.GAL.Multithreading.Resources
|
|
{
|
|
/// <summary>
|
|
/// Threaded representation of a texture.
|
|
/// </summary>
|
|
class ThreadedTexture : ITexture
|
|
{
|
|
private ThreadedRenderer _renderer;
|
|
private TextureCreateInfo _info;
|
|
public ITexture Base;
|
|
|
|
public int Width => _info.Width;
|
|
|
|
public int Height => _info.Height;
|
|
|
|
public float ScaleFactor { get; }
|
|
|
|
public ThreadedTexture(ThreadedRenderer renderer, TextureCreateInfo info, float scale)
|
|
{
|
|
_renderer = renderer;
|
|
_info = info;
|
|
ScaleFactor = scale;
|
|
}
|
|
|
|
private TableRef<T> Ref<T>(T reference)
|
|
{
|
|
return new TableRef<T>(_renderer, reference);
|
|
}
|
|
|
|
public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
|
|
{
|
|
_renderer.New<TextureCopyToCommand>().Set(Ref(this), Ref((ThreadedTexture)destination), firstLayer, firstLevel);
|
|
_renderer.QueueCommand();
|
|
}
|
|
|
|
public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
|
|
{
|
|
_renderer.New<TextureCopyToSliceCommand>().Set(Ref(this), Ref((ThreadedTexture)destination), srcLayer, dstLayer, srcLevel, dstLevel);
|
|
_renderer.QueueCommand();
|
|
}
|
|
|
|
public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
|
|
{
|
|
ThreadedTexture dest = (ThreadedTexture)destination;
|
|
|
|
if (_renderer.IsGpuThread())
|
|
{
|
|
_renderer.New<TextureCopyToScaledCommand>().Set(Ref(this), Ref(dest), srcRegion, dstRegion, linearFilter);
|
|
_renderer.QueueCommand();
|
|
}
|
|
else
|
|
{
|
|
// Scaled copy can happen on another thread for a res scale flush.
|
|
ThreadedHelpers.SpinUntilNonNull(ref Base);
|
|
ThreadedHelpers.SpinUntilNonNull(ref dest.Base);
|
|
|
|
Base.CopyTo(dest.Base, srcRegion, dstRegion, linearFilter);
|
|
}
|
|
}
|
|
|
|
public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
|
|
{
|
|
ThreadedTexture newTex = new ThreadedTexture(_renderer, info, ScaleFactor);
|
|
_renderer.New<TextureCreateViewCommand>().Set(Ref(this), Ref(newTex), info, firstLayer, firstLevel);
|
|
_renderer.QueueCommand();
|
|
|
|
return newTex;
|
|
}
|
|
|
|
public ReadOnlySpan<byte> GetData()
|
|
{
|
|
if (_renderer.IsGpuThread())
|
|
{
|
|
ResultBox<PinnedSpan<byte>> box = new ResultBox<PinnedSpan<byte>>();
|
|
_renderer.New<TextureGetDataCommand>().Set(Ref(this), Ref(box));
|
|
_renderer.InvokeCommand();
|
|
|
|
return box.Result.Get();
|
|
}
|
|
else
|
|
{
|
|
ThreadedHelpers.SpinUntilNonNull(ref Base);
|
|
|
|
return Base.GetData();
|
|
}
|
|
}
|
|
|
|
public ReadOnlySpan<byte> GetData(int layer, int level)
|
|
{
|
|
if (_renderer.IsGpuThread())
|
|
{
|
|
ResultBox<PinnedSpan<byte>> box = new ResultBox<PinnedSpan<byte>>();
|
|
_renderer.New<TextureGetDataSliceCommand>().Set(Ref(this), Ref(box), layer, level);
|
|
_renderer.InvokeCommand();
|
|
|
|
return box.Result.Get();
|
|
}
|
|
else
|
|
{
|
|
ThreadedHelpers.SpinUntilNonNull(ref Base);
|
|
|
|
return Base.GetData(layer, level);
|
|
}
|
|
}
|
|
|
|
public void SetData(ReadOnlySpan<byte> data)
|
|
{
|
|
_renderer.New<TextureSetDataCommand>().Set(Ref(this), Ref(data.ToArray()));
|
|
_renderer.QueueCommand();
|
|
}
|
|
|
|
public void SetData(ReadOnlySpan<byte> data, int layer, int level)
|
|
{
|
|
_renderer.New<TextureSetDataSliceCommand>().Set(Ref(this), Ref(data.ToArray()), layer, level);
|
|
_renderer.QueueCommand();
|
|
}
|
|
|
|
public void SetStorage(BufferRange buffer)
|
|
{
|
|
_renderer.New<TextureSetStorageCommand>().Set(Ref(this), buffer);
|
|
_renderer.QueueCommand();
|
|
}
|
|
|
|
public void Release()
|
|
{
|
|
_renderer.New<TextureReleaseCommand>().Set(Ref(this));
|
|
_renderer.QueueCommand();
|
|
}
|
|
}
|
|
}
|