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jinx/Ryujinx.Graphics.GAL/ITexture.cs
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

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C#

using System;
namespace Ryujinx.Graphics.GAL
{
public interface ITexture
{
int Width { get; }
int Height { get; }
float ScaleFactor { get; }
void CopyTo(ITexture destination, int firstLayer, int firstLevel);
void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel);
void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter);
ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel);
ReadOnlySpan<byte> GetData();
ReadOnlySpan<byte> GetData(int layer, int level);
void SetData(ReadOnlySpan<byte> data);
void SetData(ReadOnlySpan<byte> data, int layer, int level);
void SetStorage(BufferRange buffer);
void Release();
}
}