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Make TextureGroup.ClearModified thread safe (#6686)
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3 changed files with 16 additions and 10 deletions
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@ -390,7 +390,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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_views.Remove(texture);
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Group.RemoveView(texture);
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Group.RemoveView(_views, texture);
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texture._viewStorage = texture;
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@ -88,9 +88,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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private MultiRange TextureRange => Storage.Range;
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/// <summary>
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/// The views list from the storage texture.
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/// The views array from the storage texture.
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/// </summary>
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private List<Texture> _views;
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private Texture[] _views;
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private TextureGroupHandle[] _handles;
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private bool[] _loadNeeded;
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@ -1074,7 +1074,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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public void UpdateViews(List<Texture> views, Texture texture)
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{
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// This is saved to calculate overlapping views for each handle.
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_views = views;
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_views = views.ToArray();
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bool layerViews = _hasLayerViews;
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bool mipViews = _hasMipViews;
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@ -1136,9 +1136,13 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <summary>
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/// Removes a view from the group, removing it from all overlap lists.
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/// </summary>
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/// <param name="views">The views list of the storage texture</param>
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/// <param name="view">View to remove from the group</param>
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public void RemoveView(Texture view)
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public void RemoveView(List<Texture> views, Texture view)
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{
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// This is saved to calculate overlapping views for each handle.
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_views = views.ToArray();
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int offset = FindOffset(view);
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foreach (TextureGroupHandle handle in _handles)
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@ -1605,9 +1609,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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Storage.SignalModifiedDirty();
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if (_views != null)
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Texture[] views = _views;
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if (views != null)
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{
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foreach (Texture texture in _views)
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foreach (Texture texture in views)
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{
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texture.SignalModifiedDirty();
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}
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@ -121,7 +121,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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public TextureGroupHandle(TextureGroup group,
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int offset,
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ulong size,
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List<Texture> views,
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IEnumerable<Texture> views,
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int firstLayer,
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int firstLevel,
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int baseSlice,
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@ -201,8 +201,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// Calculate a list of which views overlap this handle.
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/// </summary>
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/// <param name="group">The parent texture group, used to find a view's base CPU VA offset</param>
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/// <param name="views">The list of views to search for overlaps</param>
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public void RecalculateOverlaps(TextureGroup group, List<Texture> views)
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/// <param name="views">The views to search for overlaps</param>
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public void RecalculateOverlaps(TextureGroup group, IEnumerable<Texture> views)
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{
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// Overlaps can be accessed from the memory tracking signal handler, so access must be atomic.
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lock (Overlaps)
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