mirror of
https://github.com/Ryujinx/Ryujinx.git
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9f1cf6458c
* Initial implementation of migration between memory heaps - Missing OOM handling - Missing `_map` data safety when remapping - Copy may not have completed yet (needs some kind of fence) - Map may be unmapped before it is done being used. (needs scoped access) - SSBO accesses are all "writes" - maybe pass info in another way. - Missing keeping map type when resizing buffers (should this be done?) * Ensure migrated data is in place before flushing. * Fix issue where old waitable would be signalled. - There is a real issue where existing Auto<> references need to be replaced. * Swap bound Auto<> instances when swapping buffer backing * Fix conversion buffers * Don't try move buffers if the host has shared memory. * Make GPU methods return PinnedSpan with scope * Storage Hint * Fix stupidity * Fix rebase * Tweak rules Attempt to sidestep BOTW slowdown * Remove line * Migrate only when command buffers flush * Change backing swap log to debug * Address some feedback * Disallow backing swap when the flush lock is held by the current thread * Make PinnedSpan from ReadOnlySpan explicitly unsafe * Fix some small issues - Index buffer swap fixed - Allocate DeviceLocal buffers using a separate block list to images. * Remove alternative flags * Address feedback
26 lines
934 B
C#
26 lines
934 B
C#
using Ryujinx.Graphics.GAL.Multithreading.Model;
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using Ryujinx.Graphics.GAL.Multithreading.Resources;
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using System;
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namespace Ryujinx.Graphics.GAL.Multithreading.Commands.Texture
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{
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struct TextureGetDataCommand : IGALCommand, IGALCommand<TextureGetDataCommand>
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{
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public CommandType CommandType => CommandType.TextureGetData;
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private TableRef<ThreadedTexture> _texture;
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private TableRef<ResultBox<PinnedSpan<byte>>> _result;
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public void Set(TableRef<ThreadedTexture> texture, TableRef<ResultBox<PinnedSpan<byte>>> result)
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{
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_texture = texture;
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_result = result;
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}
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public static void Run(ref TextureGetDataCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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PinnedSpan<byte> result = command._texture.Get(threaded).Base.GetData();
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command._result.Get(threaded).Result = result;
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}
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}
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}
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