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151 commits

Author SHA1 Message Date
gdkchan
e5ad1dfa48
Implement S8D24 texture format and tweak depth range detection (#2458) 2022-03-15 03:42:08 +01:00
gdkchan
0a24aa6af2
Allow textures to have their data partially mapped (#2629)
* Allow textures to have their data partially mapped

* Explicitly check for invalid memory ranges on the MultiRangeList

* Update GetWritableRegion to also support unmapped ranges
2022-02-22 13:34:16 -03:00
riperiperi
c9c65af59e
Perform unscaled 2d engine copy on CPU if source texture isn't in cache. (#3112)
* Initial implementation of fast 2d copy

TODO: Partial copy for mismatching region/size.

* WIP

* Cleanup

* Update Ryujinx.Graphics.Gpu/Engine/Twod/TwodClass.cs

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2022-02-22 11:21:29 -03:00
gdkchan
b944941733
Fix bug that could cause depth buffer to be missing after clear (#3067) 2022-01-31 00:11:43 -03:00
riperiperi
fd6d3ec88f
Fix res scale parameters not being updated in vertex shader (#3046)
This fixes an issue where the render scale array would not be updated when technically the scales on the flat array were the same, but the start index for the vertex scales was different.
2022-01-27 14:17:13 -03:00
gdkchan
42c75dbb8f
Add support for BC1/2/3 decompression (for 3D textures) (#2987)
* Add support for BC1/2/3 decompression (for 3D textures)

* Optimize and clean up

* Unsafe not needed here

* Fix alpha value interpolation when a0 <= a1
2022-01-22 19:23:00 +01:00
gdkchan
6e0799580f
Fix render target clear when sizes mismatch (#2994) 2022-01-11 20:15:17 +01:00
riperiperi
ef24c8983d
Fix adjacent 3d texture slices being detected as Incompatible Overlaps (#2993)
This fixes some regressions caused by #2971 which caused rendered 3D texture data to be lost for most slices. Fixes issues with Xenoblade 2's colour grading, probably a ton of other games.

This also removes the check from TextureCache, making it the tiniest bit smaller (any win is a win here).
2022-01-11 09:37:40 +01:00
gdkchan
952c6e4d45
Fix sampled multisample image size (#2984) 2022-01-10 08:45:25 +01:00
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
riperiperi
79adba4402
Add support for render scale to vertex stage. (#2763)
* Add support for render scale to vertex stage.

Occasionally games read off textureSize on the vertex stage to inform the fragment shader what size a texture is without querying in there. Scales were not present in the vertex shader to correct the sizes, so games were providing the raw upscaled texture size to the fragment shader, which was incorrect.

One downside is that the fragment and vertex support buffer description must be identical, so the full size scales array must be defined when used. I don't think this will have an impact though. Another is that the fragment texture count must be updated when vertex shader textures are used. I'd like to correct this so that the update is folded into the update for the scales.

Also cleans up a bunch of things, like it making no sense to call CommitRenderScale for each stage.

Fixes render scale causing a weird offset bloom in Super Mario Party and Clubhouse Games. Clubhouse Games still has a pixelated look in a number of its games due to something else it does in the shader.

* Split out support buffer update, lazy updates.

* Commit support buffer before compute dispatch

* Remove unnecessary qualifier.

* Address Feedback
2022-01-08 14:48:48 -03:00
gdkchan
c05c8e09d4
Add support for the R4G4 texture format (#2956) 2021-12-30 17:10:54 +01:00
gdkchan
a87f7f2029
Fix DMA copy fast path line size when xCount < stride (#2942) 2021-12-26 13:05:26 -03:00
gdkchan
e7c2dc8ec3
Fix for texture pool not being updated when it should + buffer texture related fixes (#2911) 2021-12-19 11:50:44 -03:00
riperiperi
bc4e70b6fa
Move texture anisotropy check to SetInfo (#2843)
Rather than calculating this for every sampler, this PR calculates if a texture can force anisotropy when its info is set, and exposes the value via a public boolean.

This should help texture/sampler heavy games when anisotropic filtering is not Auto, like UE4 ones (or so i hear?). There is another cost where samplers are created twice when anisotropic filtering is enabled, but I'm not sure how relevant this one is.
2021-12-08 18:09:36 -03:00
riperiperi
788aec511f
Limit Custom Anisotropic Filtering to mipmapped textures with many levels (#2832)
* Limit Custom Anisotropic Filtering to only fully mipmapped textures

There's a major flaw with the anisotropic filtering setting that causes @GamerzHell9137 to report graphical bugs that otherwise wouldn't be there, because he just won't set it to Auto. This should fix those issues, hopefully.

These bugs are generally because anisotropic filtering is enabled on something that it shouldn't be, such as a post process filter or some data texture. This PR maintains two host samplers when custom AF is enabled, and only uses the forced AF one when the texture is 2d and fully mipmapped (goes down to 1x1). This is because game textures are the ideal target for this filtering, and they are typically fully mipmapped, unlike things like screen render targets which usually have 1 or just a few levels.

This also only enables AF on mipmapped samplers where the filtering is bilinear or trilinear. This should be self explanatory.

This PR also allows the changing of Anisotropic Filtering at runtime, and you can immediately see the changes. All samplers are flushed from the cache if the setting changes, causing them to be recreated with the new custom AF value. This brings it in line with our resolution scale. 😌

* Expected minimum mip count for large textures rather than all, address feedback

* Use Target rather than Info.Target

* Retrigger build?

* Fix rebase
2021-11-13 16:04:21 -03:00
gdkchan
611bec6e44
Implement DrawTexture functionality (#2747)
* Implement DrawTexture functionality

* Non-NVIDIA support

* Disable some features that should not affect draw texture (slow path)

* Remove space from shader source

* Match 2D engine names

* Fix resolution scale and add missing XML docs

* Disable transform feedback for draw texture fallback
2021-11-10 15:37:49 -03:00
gdkchan
25fd4ef10e
Extend bindless elimination to work with masked and shifted handles (#2727)
* Extent bindless elimination to work with masked handles

* Extend bindless elimination to catch shifted pattern, refactor handle packing/unpacking
2021-10-17 17:28:18 -03:00
gdkchan
75f4b1ff2d
Relax sampler pool requirement (#2703) 2021-10-04 14:35:28 -03:00
riperiperi
d92fff541b
Replace CacheResourceWrite with more general "precise" write (#2684)
* Replace CacheResourceWrite with more general "precise" write

The goal of CacheResourceWrite was to notify GPU resources when they were modified directly, by looking up the modified address/size in a structure and calling a method on each resource. The downside of this is that each resource cache has to be queried individually, they all have to implement their own way to do this, and it can only signal to resources using the same PhysicalMemory instance.

This PR adds the ability to signal a write as "precise" on the tracking, which signals a special handler (if present) which can be used to avoid unnecessary flush actions, or maybe even more. For buffers, precise writes specifically do not flush, and instead punch a hole in the modified range list to indicate that the data on GPU has been replaced.

The downside is that precise actions must ignore the page protection bits and always signal - as they need to notify the target resource to ignore the sequence number optimization.

I had to reintroduce the sequence number increment after I2M, as removing it was causing issues in rabbids kingdom battle. However - all resources modified by I2M are notified directly to lower their sequence number, so the problem is likely that another unrelated resource is not being properly updated. Thankfully, doing this does not affect performance in the games I tested.

This should fix regressions from #2624. Test any games that were broken by that. (RF4, rabbids kingdom battle)

I've also added a sequence number increment to ThreedClass.IncrementSyncpoint, as it seems to fix buffer corruption in OpenGL homebrew. (this was a regression from removing sequence number increment from constant buffer update - another unrelated resource thing)

* Add tests.

* Add XML docs for GpuRegionHandle

* Skip UpdateProtection if only precise actions were called

This allows precise actions to skip reprotection costs.
2021-09-29 02:27:03 +02:00
riperiperi
b6e093b0fc
Force copy when auto-deleting a texture with dependencies (#2687)
When a texture is deleted by falling to the bottom of the AutoDeleteCache, its data is flushed to preserve any GPU writes that occurred. This ensures that the data appears in any textures recreated in the future, but didn't account for a texture that already existed with a copy dependency.

This change forces copy dependencies to complete if a texture falls out from from the AutoDeleteCache. (not removed via overlap, as that would be wasted effort)

Fixes broken lighting caused by pausing in SMO's Metro Kingdom. May fix some other issues.
2021-09-29 02:11:05 +02:00
gdkchan
fd7567a6b5
Only make render target 2D textures layered if needed (#2646)
* Only make render target 2D textures layered if needed

* Shader cache version bump

* Ensure topology is updated on channel swap
2021-09-29 01:55:12 +02:00
gdkchan
83bdafccda
Share scales array for graphics and compute (#2653) 2021-09-28 23:52:27 +02:00
riperiperi
7c5ead1c19
Fast path for Inline2Memory buffer write that skips write tracking (#2624)
* Fast path for Inline2Memory buffer write

This PR adds a method to PhysicalMemory that attempts to write all cached resources directly, so that memory tracking can be avoided. The goal of this is both to avoid flushing buffer data, and to avoid raising the sequence number when data is written, which causes buffer and texture handles to be re-checked.

This currently only targets buffers, with a side check on textures that falls back to a tracked write if any exist within the target range. It's not expected to write textures from here - this is just a mechanism to protect us if someone does decide to do that. It's possible to add a fast path for this in future (and for ShaderCache, once that starts using tracking)

The forced read before inline2memory begins has been skipped, as the data is fully written when the transfer is completed anyways. This allows us to flush on read in emergency situations, but still write the new data over the flushed data.

Improves performance on Xenoblade 2 and DE, which was flushing buffer data on the GPU thread when trying to write compute data. May improve performance in other games that write SSBOs from compute, and update data in the same/nearby pages often.

Super Smash Bros Ultimate should probably be tested to make sure the vertex explosions haven't returned, as I think that's what this AdvanceSequence was for.

* ForceDirty before write, to make sure data does not flush over the new write
2021-09-19 15:09:53 +02:00
riperiperi
b0af010247
Set texture/image bindings in place rather than allocating and passing an array (#2647)
* Remove allocations for texture bindings and state

* Rent rather than stackalloc + copy

A bit faster.
2021-09-19 14:03:05 +02:00
gdkchan
ac4ec1a015
Account for negative strides on DMA copy (#2623)
* Account for negative strides on DMA copy

* Should account for non-zero Y
2021-09-11 22:54:18 +02:00
riperiperi
b0e410a828
Lift textures in the AutoDeleteCache for all modifications. (#2615)
* Lift textures in the AutoDeleteCache for all modifications.

Before, this would only apply to render targets and texture blit. Now it applies to image stores, the fast dma copy path and any other type of modification.

Image store always at least has one reference in the texture pool, so the function of the AutoDeleteCache keeping textures _alive_ is not useful, but a very important function for a while has been its use to flush textures in order of modification when they are dereferenced, so that their data is not lost.

Before, textures populated using image stores were being dereferenced and reloaded as garbage. Now, when these textures are dereferenced, their data will be put back into memory, and everything stays intact.

Fixes lighting breaking when switching levels in THPS1+2, and potentially some more UE4 games. I've tested a bunch more games for regressions and performance impact, but they all seem fine.

* Lift copy srcTexture so that it doesn't remain referenceless

* Perform lift before reference count change on unbind.

It's important to lift on unbind as that is the moment the texture was truly last modified, but definitely not after releasing every single reference.
2021-09-11 21:52:54 +02:00
riperiperi
f0b00c1ae9
Fix TXQ for 3D textures. (#2613)
* Fix TXQ for 3D textures.

Assumes the texture is 3D if the component mask contains Z.

This fixes a bug in UE4 games where parts of the map had garbage pointers to lighting voxels, as the lookup 3D texture was not being initialized. Most notable game is THPS1+2.

May need another PR to keep image store data alive and properly flush it in order using the AutoDeleteCache.

* Get sampler type for TextureSize from bound textures.
2021-09-02 00:17:43 -03:00
riperiperi
15e7fe3ac9
Avoid deleting textures when their data does not overlap. (#2601)
* Avoid deleting textures when their data does not overlap.

It's possible that while two textures start and end addresses indicate an overlap, that the actual data contained within them is sparse due to a layer stride. One such possibility is array slices of a cubemap at different mip levels - they overlap on a whole, but the actual texture data fills the gaps between each other's layers rather than actually overlapping.

This fixes issues with UE4 games having incorrect lighting (solid white screen or really dark shadows). There are still remaining issues with games that use the 3D texture prebaked lighting, such as THPS1+2.

This PR also fixes a bug with TexturePool's resized texture handling where the base level in the descriptor was not considered.

* AllRegions granularity for 3d textures is now by level rather than by slice.

* Address feedback
2021-08-29 16:22:13 -03:00
riperiperi
76e8f9ac87
Only reupload the texture scale array if it changes. (#2595)
* Only reupload the texture scale array if it changes.

Before, this would be called all the time if any shader needed a scale value. The cost of doing this has increased with threaded-gal, as the scale array is copied to a span pool, and it's was called on pretty much every draw sometimes.

This improves GPU performance in games, scaled or not. Most affected game seems to be Xenoblade Chronicles: Definitive Edition.

* Just use = instead of |=
2021-08-27 17:08:30 -03:00
riperiperi
bdc1f91a5b
Remove pool cache entries for incompatible overlapping textures (#2568)
This greatly reduces memory usage in games that aggressively reuse memory without removing dead textures from the pool, such as the Xenoblade games, UE3 games, and to a lesser extent, UE4/unity games.

This change stops memory usage from ballooning in xenoblade and some other games. It will also reduce texture view/dependency complexity in some games - for example in MK8D it will reduce the number of surface copies between lighting cubemaps generated for actors.

There shouldn't be any performance impact from doing this, though the deletion and creation of textures could be improved by improving the OpenGL texture storage cache, which is very simple and limited right now. This will be improved in future.

Another potential error has been fixed with the texture cache, which could prevent data loss when data is interchangably written to textures from both the GPU and CPU. It was possible that the dirty flag for a texture would be consumed without the data being synchronized on next use, due to the old overlap check. This check no longer consumes the dirty flag.

Please test a bunch of games to make sure they still work, and there are no performance regressions.
2021-08-20 17:52:09 -03:00
riperiperi
97aedc030d
Fix GetHandleInformation for mipmapped 3d textures (#2569)
Got this the wrong way round - was causing games to try synchronize mipmap levels of like 52 on a 3d texture with 6 levels. Also, corrected the variable name in the method that _was_ working.
2021-08-20 14:59:39 -03:00
riperiperi
0a80a837cb
Use "Undesired" scale mode for certain textures rather than blacklisting (#2537)
* Use "Undesired" scale mode for certain textures rather than blacklisting

* Nit

Co-authored-by: gdkchan <gab.dark.100@gmail.com>

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-08-11 22:44:51 +02:00
riperiperi
4b60371e64
Return mapped buffer pointer directly for flush, WriteableRegion for textures (#2494)
* 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.
2021-07-19 19:10:54 -03:00
riperiperi
ca5ac37cd6
Flush buffers and texture data through a persistent mapped buffer. (#2481)
* Use persistent buffers to flush texture data

* Flush buffers via copy to persistent buffers.

* Log error when timing out, small refactoring.
2021-07-16 18:10:20 -03:00
gdkchan
bb6fab2009
Ensure that DMA copy target textures are kept alive or flushed (#2478) 2021-07-14 14:48:57 -03:00
gdkchan
96a070a9a7
Do not require texture and sampler pools being initialized (#2476) 2021-07-14 14:27:22 -03:00
gdkchan
40b21cc3c4
Separate GPU engines (part 2/2) (#2440)
* 3D engine now uses DeviceState too, plus new state modification tracking

* Remove old methods code

* Remove GpuState and friends

* Optimize DeviceState, force inline some functions

* This change was not supposed to go in

* Proper channel initialization

* Optimize state read/write methods even more

* Fix debug build

* Do not dirty state if the write is redundant

* The YControl register should dirty either the viewport or front face state too, to update the host origin

* Avoid redundant vertex buffer updates

* Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace

* Comments and nits

* Fix rebase

* PR feedback

* Move changed = false to improve codegen

* PR feedback

* Carry RyuJIT a bit more
2021-07-11 17:20:40 -03:00
gdkchan
8b44eb1c98
Separate GPU engines and make state follow official docs (part 1/2) (#2422)
* Use DeviceState for compute and i2m

* Migrate 2D class, more comments

* Migrate DMA copy engine

* Remove now unused code

* Replace GpuState by GpuAccessorState on GpuAcessor, since compute no longer has a GpuState

* More comments

* Add logging (disabled)

* Add back i2m on 3D engine
2021-07-07 20:56:06 -03:00
riperiperi
94cc365b63
Honour copy dependencies when switching render target (#2433)
* Honour copy dependencies when switching render target

When switching from one render target to another, when both have a copy dependency to each other, a copy can be deferred on the second target when unbinding the first.

Before, this would not be honoured before binding the new texture, so the copy would stay deferred until the render targets change again, at which point it would copy in old data and essentially clear all the draws done during that time.

This change runs synchronize memory to make sure that copies are honoured. This can cause a redundant copy, but it's better than it breaking for now.

This should fix miiedit on AMD/Intel GPUs on windows. May fix other games, or perhaps rare copy dependency bugs on NVIDIA too.

* Address feedback
2021-07-03 01:55:04 -03:00
gdkchan
fbb4019ed5
Initial support for separate GPU address spaces (#2394)
* Make GPU memory manager a member of GPU channel

* Move physical memory instance to the memory manager, and the caches to the physical memory

* PR feedback
2021-06-29 19:32:02 +02:00
gdkchan
a10b2c5ff2
Initial support for GPU channels (#2372)
* Ground work for separate GPU channels

* Rename TextureManager to TextureCache

* Decouple texture bindings management from the texture cache

* Rename BufferManager to BufferCache

* Decouple buffer bindings management from the buffer cache

* More comments and proper disposal

* PR feedback

* Force host state update on channel switch

* Typo

* PR feedback

* Missing using
2021-06-24 01:51:41 +02:00
gdkchan
65fee49e8a
Fix separate bindless sampler at offset 0 (#2360) 2021-06-20 20:48:12 +02:00
Mary
afd68d4c6c
GAL: Fix sampler leaks on exit (#2353)
Before this, all samplers instance were leaking on exit because the
dispose method was never getting called.

This fix this issue by making TextureBindingsManager disposable and
calling the dispose method in the TextureManager.
2021-06-09 01:00:28 +02:00
gdkchan
02e2e561ac
Support bindless textures with separate constant buffers for texture and sampler (#2339) 2021-06-09 00:42:25 +02:00
gdkchan
79b3243f54
Do not attempt to normalize SNORM image buffers on shaders (#2317)
* Do not attempt to normalize SNORM image buffers on shaders

* Shader cache version bump
2021-05-31 21:59:23 +02:00
riperiperi
54ea2285f0
POWER - Performance Optimizations With Extensive Ramifications (#2286)
* Refactoring of KMemoryManager class

* Replace some trivial uses of DRAM address with VA

* Get rid of GetDramAddressFromVa

* Abstracting more operations on derived page table class

* Run auto-format on KPageTableBase

* Managed to make TryConvertVaToPa private, few uses remains now

* Implement guest physical pages ref counting, remove manual freeing

* Make DoMmuOperation private and call new abstract methods only from the base class

* Pass pages count rather than size on Map/UnmapMemory

* Change memory managers to take host pointers

* Fix a guest memory leak and simplify KPageTable

* Expose new methods for host range query and mapping

* Some refactoring of MapPagesFromClientProcess to allow proper page ref counting and mapping without KPageLists

* Remove more uses of AddVaRangeToPageList, now only one remains (shared memory page checking)

* Add a SharedMemoryStorage class, will be useful for host mapping

* Sayonara AddVaRangeToPageList, you served us well

* Start to implement host memory mapping (WIP)

* Support memory tracking through host exception handling

* Fix some access violations from HLE service guest memory access and CPU

* Fix memory tracking

* Fix mapping list bugs, including a race and a error adding mapping ranges

* Simple page table for memory tracking

* Simple "volatile" region handle mode

* Update UBOs directly (experimental, rough)

* Fix the overlap check

* Only set non-modified buffers as volatile

* Fix some memory tracking issues

* Fix possible race in MapBufferFromClientProcess (block list updates were not locked)

* Write uniform update to memory immediately, only defer the buffer set.

* Fix some memory tracking issues

* Pass correct pages count on shared memory unmap

* Armeilleure Signal Handler v1 + Unix changes

Unix currently behaves like windows, rather than remapping physical

* Actually check if the host platform is unix

* Fix decommit on linux.

* Implement windows 10 placeholder shared memory, fix a buffer issue.

* Make PTC version something that will never match with master

* Remove testing variable for block count

* Add reference count for memory manager, fix dispose

Can still deadlock with OpenAL

* Add address validation, use page table for mapped check, add docs

Might clean up the page table traversing routines.

* Implement batched mapping/tracking.

* Move documentation, fix tests.

* Cleanup uniform buffer update stuff.

* Remove unnecessary assignment.

* Add unsafe host mapped memory switch

On by default. Would be good to turn this off for untrusted code (homebrew, exefs mods) and give the user the option to turn it on manually, though that requires some UI work.

* Remove C# exception handlers

They have issues due to current .NET limitations, so the meilleure one fully replaces them for now.

* Fix MapPhysicalMemory on the software MemoryManager.

* Null check for GetHostAddress, docs

* Add configuration for setting memory manager mode (not in UI yet)

* Add config to UI

* Fix type mismatch on Unix signal handler code emit

* Fix 6GB DRAM mode.

The size can be greater than `uint.MaxValue` when the DRAM is >4GB.

* Address some feedback.

* More detailed error if backing memory cannot be mapped.

* SetLastError on all OS functions for consistency

* Force pages dirty with UBO update instead of setting them directly.

Seems to be much faster across a few games. Need retesting.

* Rebase, configuration rework, fix mem tracking regression

* Fix race in FreePages

* Set memory managers null after decrementing ref count

* Remove readonly keyword, as this is now modified.

* Use a local variable for the signal handler rather than a register.

* Fix bug with buffer resize, and index/uniform buffer binding.

Should fix flickering in games.

* Add InvalidAccessHandler to MemoryTracking

Doesn't do anything yet

* Call invalid access handler on unmapped read/write.

Same rules as the regular memory manager.

* Make unsafe mapped memory its own MemoryManagerType

* Move FlushUboDirty into UpdateState.

* Buffer dirty cache, rather than ubo cache

Much cleaner, may be reusable for Inline2Memory updates.

* This doesn't return anything anymore.

* Add sigaction remove methods, correct a few function signatures.

* Return empty list of physical regions for size 0.

* Also on AddressSpaceManager

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-05-24 22:52:44 +02:00
riperiperi
79092310fa
Compare aligned size for largest mip level when considering sampler resize (#2306)
* Compare aligned size for largest mip level when considering sampler resize

When selecting a texture that's a view for a sampler resize, we should take care that resizing it doesn't change the aligned size of any larger mip levels.

This PR covers two cases:
- When creating a view of the texture, we check that the aligned size of the view shifted up to level 0 still matches the aligned size of the container. If it does not, a copy dependency is created rather than resizing.
- When searching for a texture for sampler, textures that do _not_ match our aligned size when both are shifted up by its base level are not considered an exact match, as resizing the found texture will cause the mip 0 aligned size to change. It will create a copy dependency view instead.

Fixes graphical errors and crashes (on flush) in various Unity games that use render-to-texture.

* Move shared code to its own method.
2021-05-24 17:35:26 +10:00
gdkchan
e9c15d32cb
Use a different method for out of bounds blit (#2302)
* Use a different method for out of bounds blit

* This is not needed
2021-05-22 01:26:49 +02:00
gdkchan
a03bbef4d6
Add another Depth32F texture format (#2304) 2021-05-22 01:15:08 +02:00