R/Ryujinx.Graphics.Gpu/Engine/GPFifo
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
..
CompressedMethod.cs Silence several build warnings (#1428) 2020-08-06 23:40:41 +02:00
GPEntry.cs Silence several build warnings (#1428) 2020-08-06 23:40:41 +02:00
GPFifoClass.cs Texture Sync, incompatible overlap handling, data flush improvements. (#2971) 2022-01-09 13:28:48 -03:00
GPFifoClassState.cs Separate GPU engines and make state follow official docs (part 1/2) (#2422) 2021-07-07 20:56:06 -03:00
GPFifoDevice.cs Add support for HLE macros and accelerate MultiDrawElementsIndirectCount #2 (#2557) 2021-08-26 23:50:28 +02:00
GPFifoProcessor.cs Add support for HLE macros and accelerate MultiDrawElementsIndirectCount #2 (#2557) 2021-08-26 23:50:28 +02:00