RyuKen/Ryujinx.Graphics.OpenGL/Image
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
..
ITextureInfo.cs Fix intel view copy workaround. (#2216) 2021-04-17 22:16:28 +02:00
Sampler.cs Add seamless cubemap flag in sampler parameters. (#1658) 2020-11-02 17:03:06 -03:00
TextureBase.cs Fix sub-image copies on intel GPUs (#2198) 2021-04-13 03:09:42 +02:00
TextureBuffer.cs Texture Sync, incompatible overlap handling, data flush improvements. (#2971) 2022-01-09 13:28:48 -03:00
TextureCopy.cs Swap BGR components for 16-bit BGR texture formats (#2567) 2021-08-20 18:26:25 -03:00
TextureStorage.cs Clamp number of mipmap levels to avoid API errors due to invalid textures (#2808) 2021-11-03 20:58:24 -03:00
TextureView.cs Texture Sync, incompatible overlap handling, data flush improvements. (#2971) 2022-01-09 13:28:48 -03:00