mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-11-25 19:45:13 +00:00
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
136 lines
4.3 KiB
C#
136 lines
4.3 KiB
C#
using System;
|
|
using System.Runtime.CompilerServices;
|
|
using System.Runtime.InteropServices;
|
|
using OpenTK.Graphics.OpenGL;
|
|
using Ryujinx.Common.Logging;
|
|
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.OpenGL.Image;
|
|
|
|
namespace Ryujinx.Graphics.OpenGL
|
|
{
|
|
class PersistentBuffers : IDisposable
|
|
{
|
|
private PersistentBuffer _main = new PersistentBuffer();
|
|
private PersistentBuffer _background = new PersistentBuffer();
|
|
|
|
public PersistentBuffer Default => BackgroundContextWorker.InBackground ? _background : _main;
|
|
|
|
public void Dispose()
|
|
{
|
|
_main?.Dispose();
|
|
_background?.Dispose();
|
|
}
|
|
}
|
|
|
|
class PersistentBuffer : IDisposable
|
|
{
|
|
private IntPtr _bufferMap;
|
|
private int _copyBufferHandle;
|
|
private int _copyBufferSize;
|
|
|
|
private byte[] _data;
|
|
private IntPtr _dataMap;
|
|
|
|
private void EnsureBuffer(int requiredSize)
|
|
{
|
|
if (_copyBufferSize < requiredSize && _copyBufferHandle != 0)
|
|
{
|
|
GL.DeleteBuffer(_copyBufferHandle);
|
|
|
|
_copyBufferHandle = 0;
|
|
}
|
|
|
|
if (_copyBufferHandle == 0)
|
|
{
|
|
_copyBufferHandle = GL.GenBuffer();
|
|
_copyBufferSize = requiredSize;
|
|
|
|
GL.BindBuffer(BufferTarget.CopyWriteBuffer, _copyBufferHandle);
|
|
GL.BufferStorage(BufferTarget.CopyWriteBuffer, requiredSize, IntPtr.Zero, BufferStorageFlags.MapReadBit | BufferStorageFlags.MapPersistentBit);
|
|
|
|
_bufferMap = GL.MapBufferRange(BufferTarget.CopyWriteBuffer, IntPtr.Zero, requiredSize, BufferAccessMask.MapReadBit | BufferAccessMask.MapPersistentBit);
|
|
}
|
|
}
|
|
|
|
public unsafe IntPtr GetHostArray(int requiredSize)
|
|
{
|
|
if (_data == null || _data.Length < requiredSize)
|
|
{
|
|
_data = GC.AllocateUninitializedArray<byte>(requiredSize, true);
|
|
|
|
_dataMap = (IntPtr)Unsafe.AsPointer(ref MemoryMarshal.GetArrayDataReference(_data));
|
|
}
|
|
|
|
return _dataMap;
|
|
}
|
|
|
|
private void Sync()
|
|
{
|
|
GL.MemoryBarrier(MemoryBarrierFlags.ClientMappedBufferBarrierBit);
|
|
|
|
IntPtr sync = GL.FenceSync(SyncCondition.SyncGpuCommandsComplete, WaitSyncFlags.None);
|
|
WaitSyncStatus syncResult = GL.ClientWaitSync(sync, ClientWaitSyncFlags.SyncFlushCommandsBit, 1000000000);
|
|
|
|
if (syncResult == WaitSyncStatus.TimeoutExpired)
|
|
{
|
|
Logger.Error?.PrintMsg(LogClass.Gpu, $"Failed to sync persistent buffer state within 1000ms. Continuing...");
|
|
}
|
|
|
|
GL.DeleteSync(sync);
|
|
}
|
|
|
|
public unsafe ReadOnlySpan<byte> GetTextureData(TextureView view, int size)
|
|
{
|
|
EnsureBuffer(size);
|
|
|
|
GL.BindBuffer(BufferTarget.PixelPackBuffer, _copyBufferHandle);
|
|
|
|
view.WriteToPbo(0, false);
|
|
|
|
GL.BindBuffer(BufferTarget.PixelPackBuffer, 0);
|
|
|
|
Sync();
|
|
|
|
return new ReadOnlySpan<byte>(_bufferMap.ToPointer(), size);
|
|
}
|
|
|
|
public unsafe ReadOnlySpan<byte> GetTextureData(TextureView view, int size, int layer, int level)
|
|
{
|
|
EnsureBuffer(size);
|
|
|
|
GL.BindBuffer(BufferTarget.PixelPackBuffer, _copyBufferHandle);
|
|
|
|
int offset = view.WriteToPbo2D(0, layer, level);
|
|
|
|
GL.BindBuffer(BufferTarget.PixelPackBuffer, 0);
|
|
|
|
Sync();
|
|
|
|
return new ReadOnlySpan<byte>(_bufferMap.ToPointer(), size).Slice(offset);
|
|
}
|
|
|
|
public unsafe ReadOnlySpan<byte> GetBufferData(BufferHandle buffer, int offset, int size)
|
|
{
|
|
EnsureBuffer(size);
|
|
|
|
GL.BindBuffer(BufferTarget.CopyReadBuffer, buffer.ToInt32());
|
|
GL.BindBuffer(BufferTarget.CopyWriteBuffer, _copyBufferHandle);
|
|
|
|
GL.CopyBufferSubData(BufferTarget.CopyReadBuffer, BufferTarget.CopyWriteBuffer, (IntPtr)offset, IntPtr.Zero, size);
|
|
|
|
GL.BindBuffer(BufferTarget.CopyWriteBuffer, 0);
|
|
|
|
Sync();
|
|
|
|
return new ReadOnlySpan<byte>(_bufferMap.ToPointer(), size);
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
if (_copyBufferHandle != 0)
|
|
{
|
|
GL.DeleteBuffer(_copyBufferHandle);
|
|
}
|
|
}
|
|
}
|
|
}
|