mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-01 04:57:18 +01:00
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;
|
|
using Ryujinx.Graphics.GAL;
|
|
using System;
|
|
|
|
namespace Ryujinx.Graphics.OpenGL.Image
|
|
{
|
|
class TextureBuffer : TextureBase, ITexture
|
|
{
|
|
private Renderer _renderer;
|
|
private int _bufferOffset;
|
|
private int _bufferSize;
|
|
private int _bufferCount;
|
|
|
|
private BufferHandle _buffer;
|
|
|
|
public TextureBuffer(Renderer renderer, TextureCreateInfo info) : base(info)
|
|
{
|
|
_renderer = renderer;
|
|
}
|
|
|
|
public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
|
|
{
|
|
throw new NotSupportedException();
|
|
}
|
|
|
|
public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
|
|
{
|
|
throw new NotSupportedException();
|
|
}
|
|
|
|
public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
|
|
{
|
|
throw new NotSupportedException();
|
|
}
|
|
|
|
public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
|
|
{
|
|
throw new NotSupportedException();
|
|
}
|
|
|
|
public ReadOnlySpan<byte> GetData()
|
|
{
|
|
return Buffer.GetData(_renderer, _buffer, _bufferOffset, _bufferSize);
|
|
}
|
|
|
|
public ReadOnlySpan<byte> GetData(int layer, int level)
|
|
{
|
|
return GetData();
|
|
}
|
|
|
|
public void SetData(ReadOnlySpan<byte> data)
|
|
{
|
|
Buffer.SetData(_buffer, _bufferOffset, data.Slice(0, Math.Min(data.Length, _bufferSize)));
|
|
}
|
|
|
|
public void SetData(ReadOnlySpan<byte> data, int layer, int level)
|
|
{
|
|
throw new NotSupportedException();
|
|
}
|
|
|
|
public void SetStorage(BufferRange buffer)
|
|
{
|
|
if (_buffer != BufferHandle.Null &&
|
|
_buffer == buffer.Handle &&
|
|
buffer.Offset == _bufferOffset &&
|
|
buffer.Size == _bufferSize &&
|
|
_renderer.BufferCount == _bufferCount)
|
|
{
|
|
// Only rebind the buffer when more have been created.
|
|
return;
|
|
}
|
|
|
|
_buffer = buffer.Handle;
|
|
_bufferOffset = buffer.Offset;
|
|
_bufferSize = buffer.Size;
|
|
_bufferCount = _renderer.BufferCount;
|
|
|
|
Bind(0);
|
|
|
|
SizedInternalFormat format = (SizedInternalFormat)FormatTable.GetFormatInfo(Info.Format).PixelInternalFormat;
|
|
|
|
GL.TexBufferRange(TextureBufferTarget.TextureBuffer, format, _buffer.ToInt32(), (IntPtr)buffer.Offset, buffer.Size);
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
if (Handle != 0)
|
|
{
|
|
GL.DeleteTexture(Handle);
|
|
|
|
Handle = 0;
|
|
}
|
|
}
|
|
|
|
public void Release()
|
|
{
|
|
Dispose();
|
|
}
|
|
}
|
|
}
|