* Update sparsely mapped texture ranges without recreating
Important TODO in TexturePool. Smaller TODO: should I look into making textures with views also do this? It needs to be able to detect if the views can be instantly deleted without issue if they're now remapped.
* Actually do partial updates
* Signal group dirty after mappings changed
* Fix various issues (should work now)
* Further optimisation
Should load a lot less data (16x) when partial updating 3d textures.
* Improve stability
* Allow granular uploads on large textures, improve rules
* Actually avoid updating slices that aren't modified.
* Address some feedback, minor optimisation
* Small tweak
* Refactor DereferenceRequest
More specific initialization methods.
* Improve code for resetting handles
* Explain data loading a bit more
* Add some safety for setting null from different threads.
All texture sets come from the one thread, but null sets can come from multiple. Only decrement ref count if we succeeded the null set first.
* Address feedback 1
* Make a bit safer
* Make all structs readonly when applicable. It should reduce amount of needless defensive copies
* Make structs with trivial boilerplate equality code record structs
* Remove unnecessary readonly modifiers from TextureCreateInfo
* Make BitMap structs readonly too
* 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
* Improve handling for unmapped GPU resources
- Fixed a memory tracking bug that would set protection on empty PTEs
- When a texture's memory is (partially) unmapped, all pool references are forcibly removed and the texture must be rediscovered to draw with it. This will also force the texture discovery to always compare the texture's range for a match.
- RegionHandles now know if they are unmapped, and automatically unset their dirty flag when unmapped.
- Partial texture sync now loads only the region of texture that has been modified. Unmapped memory tracking handles cause dirty flags for a texture group handle to be ignored.
This greatly improves the emulator's stability for newer UE4 games.
* Address feedback, fix MultiRange slice
Fixed an issue where the size of the multi-range slice would be miscalculated.
* Update Ryujinx.Memory/Range/MultiRange.cs (feedback)
Co-authored-by: Mary <thog@protonmail.com>
Co-authored-by: Mary <thog@protonmail.com>
* Support for resources on non-contiguous GPU memory regions
* Implement MultiRange physical addresses, only used with a single range for now
* Actually use non-contiguous ranges
* GetPhysicalRegions fixes
* Documentation and remove Address property from TextureInfo
* Finish implementing GetWritableRegion
* Fix typo