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4b60371e64
* Return mapped buffer pointer directly for flush, WriteableRegion for textures A few changes here to generally improve performance, even for platforms not using the persistent buffer flush. - Texture and buffer flush now return a ReadOnlySpan<byte>. It's guaranteed that this span is pinned in memory, but it will be overwritten on the next flush from that thread, so it is expected that the data is used before calling again. - As a result, persistent mappings no longer copy to a new array - rather the persistent map is returned directly as a Span<>. A similar host array is used for the glGet flushes instead of allocating new arrays each time. - Texture flushes now do their layout conversion into a WriteableRegion when the texture is not MultiRange, which allows the flush to happen directly into guest memory rather than into a temporary span, then copied over. This avoids another copy when doing layout conversion. Overall, this saves 1 data copy for buffer flush, 1 copy for linear textures with matching source/target stride, and 2 copies for block textures or linear textures with mismatching strides. * Fix tests * Fix array pointer for Mesa/Intel path * Address some feedback * Update method for getting array pointer.
24 lines
771 B
C#
24 lines
771 B
C#
using System;
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namespace Ryujinx.Graphics.GAL
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{
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public interface ITexture
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{
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int Width { get; }
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int Height { get; }
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float ScaleFactor { get; }
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void CopyTo(ITexture destination, int firstLayer, int firstLevel);
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void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel);
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void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter);
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ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel);
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ReadOnlySpan<byte> GetData();
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void SetData(ReadOnlySpan<byte> data);
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void SetData(ReadOnlySpan<byte> data, int layer, int level);
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void SetStorage(BufferRange buffer);
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void Release();
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}
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} |