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22 commits

Author SHA1 Message Date
gdkchan
a3e7bb8eb4
Copy dependency for multisample and non-multisample textures (#3382)
* Use copy dependency for textures that differs in multisample but are otherwise compatible

* Remove allowMs flag as it's no longer required for correctness, it's just an optimization now

* Dispose intermmediate pool
2022-06-05 14:06:47 -03:00
gdkchan
e5ad1dfa48
Implement S8D24 texture format and tweak depth range detection (#2458) 2022-03-15 03:42:08 +01:00
riperiperi
cda659955c
Texture Sync, incompatible overlap handling, data flush improvements. (#2971)
* 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
2022-01-09 13:28:48 -03:00
gdkchan
1485780d90
Fix A1B5G5R5 format for good (#2955) 2021-12-30 14:00:34 +01:00
gdkchan
f78bcb8048
Clamp number of mipmap levels to avoid API errors due to invalid textures (#2808) 2021-11-03 20:58:24 -03:00
gdkchan
5b8ceb9173
Swap BGR565 components by changing the format (#2577) 2021-08-26 22:47:21 +02:00
gdkchan
c702943af3
Swap BGR components for 16-bit BGR texture formats (#2567) 2021-08-20 18:26:25 -03:00
gdkchan
d44d8f2eb6
Workaround for cubemap view data upload bug on Intel (#2539)
* Workaround for cubemap view data upload bug on Intel

* Trigger CI
2021-08-11 23:19:28 +02:00
riperiperi
4b60371e64
Return mapped buffer pointer directly for flush, WriteableRegion for textures (#2494)
* Return mapped buffer pointer directly for flush, WriteableRegion for textures

A few changes here to generally improve performance, even for platforms not using the persistent buffer flush.

- Texture and buffer flush now return a ReadOnlySpan<byte>. It's guaranteed that this span is pinned in memory, but it will be overwritten on the next flush from that thread, so it is expected that the data is used before calling again.
- As a result, persistent mappings no longer copy to a new array - rather the persistent map is returned directly as a Span<>. A similar host array is used for the glGet flushes instead of allocating new arrays each time.
- Texture flushes now do their layout conversion into a WriteableRegion when the texture is not MultiRange, which allows the flush to happen directly into guest memory rather than into a temporary span, then copied over. This avoids another copy when doing layout conversion.

Overall, this saves 1 data copy for buffer flush, 1 copy for linear textures with matching source/target stride, and 2 copies for block textures or linear textures with mismatching strides.

* Fix tests

* Fix array pointer for Mesa/Intel path

* Address some feedback

* Update method for getting array pointer.
2021-07-19 19:10:54 -03:00
riperiperi
10e17ab423
Only use persistent buffers to flush on NVIDIA and Windows+AMD (#2489)
It seems like this method of flushing data is much slower on Mesa drivers, and slightly slower on Intel Windows. Have not tested Intel Mesa, but I'm assuming it is the same as AMD.

This also adds vendor detection for AMD on Unix, which counted as "Unknown" before.
2021-07-18 11:45:50 -03:00
riperiperi
ca5ac37cd6
Flush buffers and texture data through a persistent mapped buffer. (#2481)
* Use persistent buffers to flush texture data

* Flush buffers via copy to persistent buffers.

* Log error when timing out, small refactoring.
2021-07-16 18:10:20 -03:00
riperiperi
212e472c9f
Use copy dependencies for the Intel/AMD view format workaround (#2144)
* This might help AMD a bit

* Removal of old workaround.
2021-05-16 20:43:27 +02:00
riperiperi
38be18ef2a
Fix intel view copy workaround. (#2216)
The texture target must be taken from the storage rather than the view, when using the storage handle for the copy.
2021-04-17 22:16:28 +02:00
gdkchan
001005b3d5
Fix sub-image copies on intel GPUs (#2198) 2021-04-13 03:09:42 +02:00
EmulationFanatic
2b92c10105
Fix typos (#2109) 2021-03-17 00:11:50 +01:00
riperiperi
b530f0e110
Texture Cache: "Texture Groups" and "Texture Dependencies" (#2001)
* Initial implementation (3d tex mips broken)

This works rather well for most games, just need to fix 3d texture mips.

* Cleanup

* Address feedback

* Copy Dependencies and various other fixes

* Fix layer/level offset for copy from view<->view.

* Remove dirty flag from dependency

The dirty flag behaviour is not needed - DeferredCopy is all we need.

* Fix tracking mip slices.

* Propagate granularity (fix astral chain)

* Address Feedback pt 1

* Save slice sizes as part of SizeInfo

* Fix nits

* Fix disposing multiple dependencies causing a crash

This list is obviously modified when removing dependencies, so create a copy of it.
2021-03-02 19:30:54 -03:00
riperiperi
cf7044e37b
Perform Compressed<->Uncompressed copies using Pixel Buffer Objects (#1732)
* PBO single layer copy, part 1

Still needs ability to take and set width/height slices. (using pack paramaters)

* PBO Copies pt 2

* Some fixes and cleanup.

* Misc Cleanup

* Move handle into the TextureInfo interface.

This interface is shared between texture storages and views.

* Move unscaled copy to the TextureCopy class.

* Address feedback.
2020-11-20 13:30:59 -03:00
gdkchan
423da5cc91
Scale texture resolution before sending to backend (#1646)
* Work

* Propagate scale factor to copy temp. Not really needed, just here for consistency

* PR feedback
2020-10-29 22:57:34 +01:00
riperiperi
5d69d9103e
Texture/Buffer Memory Management Improvements (#1408)
* Initial implementation. Still pending better valid-overlap handling,
disposed pool, compressed format flush fix.

* Very messy backend resource cache.

* Oops

* Dispose -> Release

* Improve Release/Dispose.

* More rule refinement.

* View compatibility levels as an enum - you can always know if a view is only copy compatible.

* General cleanup.

Use locking on the resource cache, as it is likely to be used by other threads in future.

* Rename resource cache to resource pool.

* Address some of the smaller nits.

* Fix regression with MK8 lens flare

Texture flushes done the old way should trigger memory tracking.

* Use TextureCreateInfo as a key.

It now implements IEquatable and generates a hashcode based on width/height.

* Fix size change for compressed+non-compressed view combos.

Before, this could set either the compressed or non compressed texture with a size with the wrong size, depending on which texture had its size changed. This caused exceptions when flushing the texture.

Now it correctly takes the block size into account, assuming that these textures are only related because a pixel in the non-compressed texture represents a block in the compressed one.

* Implement JD's suggestion for HashCode Combine

Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com>

* Address feedback

* Address feedback.

Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com>
2020-09-10 16:44:04 -03:00
gdkchan
8dbcae1ff8
Implement BGRA texture support (#1418)
* Implement BGRA texture support

* Missing AppendLine

* Remove empty lines

* Address PR feedback
2020-07-26 00:03:40 -03:00
riperiperi
484eb645ae
Implement Zero-Configuration Resolution Scaling (#1365)
* Initial implementation of Render Target Scaling

Works with most games I have. No GUI option right now, it is hardcoded.

Missing handling for texelFetch operation.

* Realtime Configuration, refactoring.

* texelFetch scaling on fragment shader (WIP)

* Improve Shader-Side changes.

* Fix potential crash when no color/depth bound

* Workaround random uses of textures in compute.

This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything.

* Fix scales oscillating when changing between non-native scales.

* Scaled textures on compute, cleanup, lazier uniform update.

* Cleanup.

* Fix stupidity

* Address Thog Feedback.

* Cover most of GDK's feedback (two comments remain)

* Fix bad rename

* Move IsDepthStencil to FormatExtensions, add docs.

* Fix default config, square texture detection.

* Three final fixes:

- Nearest copy when texture is integer format.
- Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error)
- Discount small textures.

* Remove scale threshold.

Not needed right now - we'll see if we run into problems.

* All CPU modification blacklists scale.

* Fix comment.
2020-07-07 04:41:07 +02:00
gdkchan
5011640b30
Spanify Graphics Abstraction Layer (#1226)
* Spanify Graphics Abstraction Layer

* Be explicit about BufferHandle size
2020-05-23 11:46:09 +02:00
Renamed from Ryujinx.Graphics.OpenGL/TextureView.cs (Browse further)