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.
This commit is contained in:
parent
bb6fab2009
commit
ca5ac37cd6
5 changed files with 135 additions and 23 deletions
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@ -876,9 +876,9 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// This is not cheap, avoid doing that unless strictly needed.
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/// This is not cheap, avoid doing that unless strictly needed.
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/// </remarks>
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/// </remarks>
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/// <returns>Host texture data</returns>
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/// <returns>Host texture data</returns>
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private Span<byte> GetTextureDataFromGpu(bool blacklist, ITexture texture = null)
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private ReadOnlySpan<byte> GetTextureDataFromGpu(bool blacklist, ITexture texture = null)
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{
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{
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Span<byte> data;
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ReadOnlySpan<byte> data;
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if (texture != null)
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if (texture != null)
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{
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{
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@ -121,24 +121,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
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public byte[] GetData()
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public byte[] GetData()
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{
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{
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int size = 0;
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return _renderer.PersistentBuffers.Default.GetTextureData(this);
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for (int level = 0; level < Info.Levels; level++)
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{
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size += Info.GetMipSize(level);
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}
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byte[] data = new byte[size];
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unsafe
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{
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fixed (byte* ptr = data)
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{
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WriteTo((IntPtr)ptr);
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}
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}
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return data;
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}
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}
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public void WriteToPbo(int offset, bool forceBgra)
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public void WriteToPbo(int offset, bool forceBgra)
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120
Ryujinx.Graphics.OpenGL/PersistentBuffers.cs
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120
Ryujinx.Graphics.OpenGL/PersistentBuffers.cs
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@ -0,0 +1,120 @@
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using System;
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using System.Runtime.InteropServices;
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.OpenGL.Image;
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namespace Ryujinx.Graphics.OpenGL
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{
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class PersistentBuffers : IDisposable
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{
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private PersistentBuffer _main = new PersistentBuffer();
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private PersistentBuffer _background = new PersistentBuffer();
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public PersistentBuffer Default => BackgroundContextWorker.InBackground ? _background : _main;
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public void Dispose()
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{
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_main?.Dispose();
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_background?.Dispose();
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}
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}
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class PersistentBuffer : IDisposable
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{
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private IntPtr _bufferMap;
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private int _copyBufferHandle;
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private int _copyBufferSize;
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private void EnsureBuffer(int requiredSize)
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{
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if (_copyBufferSize < requiredSize && _copyBufferHandle != 0)
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{
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GL.DeleteBuffer(_copyBufferHandle);
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_copyBufferHandle = 0;
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}
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if (_copyBufferHandle == 0)
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{
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_copyBufferHandle = GL.GenBuffer();
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_copyBufferSize = requiredSize;
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GL.BindBuffer(BufferTarget.CopyWriteBuffer, _copyBufferHandle);
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GL.BufferStorage(BufferTarget.CopyWriteBuffer, requiredSize, IntPtr.Zero, BufferStorageFlags.MapReadBit | BufferStorageFlags.MapPersistentBit);
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_bufferMap = GL.MapBufferRange(BufferTarget.CopyWriteBuffer, IntPtr.Zero, requiredSize, BufferAccessMask.MapReadBit | BufferAccessMask.MapPersistentBit);
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}
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}
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private void Sync()
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{
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GL.MemoryBarrier(MemoryBarrierFlags.ClientMappedBufferBarrierBit);
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IntPtr sync = GL.FenceSync(SyncCondition.SyncGpuCommandsComplete, WaitSyncFlags.None);
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WaitSyncStatus syncResult = GL.ClientWaitSync(sync, ClientWaitSyncFlags.SyncFlushCommandsBit, 1000000000);
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if (syncResult == WaitSyncStatus.TimeoutExpired)
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{
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Logger.Error?.PrintMsg(LogClass.Gpu, $"Failed to sync persistent buffer state within 1000ms. Continuing...");
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}
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GL.DeleteSync(sync);
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}
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public byte[] GetTextureData(TextureView view)
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{
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int size = 0;
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for (int level = 0; level < view.Info.Levels; level++)
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{
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size += view.Info.GetMipSize(level);
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}
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EnsureBuffer(size);
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GL.BindBuffer(BufferTarget.PixelPackBuffer, _copyBufferHandle);
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view.WriteToPbo(0, false);
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GL.BindBuffer(BufferTarget.PixelPackBuffer, 0);
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byte[] data = new byte[size];
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Sync();
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Marshal.Copy(_bufferMap, data, 0, size);
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return data;
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}
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public byte[] GetBufferData(BufferHandle buffer, int offset, int size)
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{
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EnsureBuffer(size);
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GL.BindBuffer(BufferTarget.CopyReadBuffer, buffer.ToInt32());
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GL.BindBuffer(BufferTarget.CopyWriteBuffer, _copyBufferHandle);
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GL.CopyBufferSubData(BufferTarget.CopyReadBuffer, BufferTarget.CopyWriteBuffer, (IntPtr)offset, IntPtr.Zero, size);
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GL.BindBuffer(BufferTarget.CopyWriteBuffer, 0);
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byte[] data = new byte[size];
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Sync();
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Marshal.Copy(_bufferMap, data, 0, size);
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return data;
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}
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public void Dispose()
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{
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if (_copyBufferHandle != 0)
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{
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GL.DeleteBuffer(_copyBufferHandle);
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}
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}
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}
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}
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@ -30,6 +30,8 @@ namespace Ryujinx.Graphics.OpenGL
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public event EventHandler<ScreenCaptureImageInfo> ScreenCaptured;
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public event EventHandler<ScreenCaptureImageInfo> ScreenCaptured;
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internal PersistentBuffers PersistentBuffers { get; }
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internal ResourcePool ResourcePool { get; }
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internal ResourcePool ResourcePool { get; }
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internal int BufferCount { get; private set; }
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internal int BufferCount { get; private set; }
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@ -46,6 +48,7 @@ namespace Ryujinx.Graphics.OpenGL
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_textureCopy = new TextureCopy(this);
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_textureCopy = new TextureCopy(this);
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_backgroundTextureCopy = new TextureCopy(this);
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_backgroundTextureCopy = new TextureCopy(this);
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_sync = new Sync();
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_sync = new Sync();
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PersistentBuffers = new PersistentBuffers();
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ResourcePool = new ResourcePool();
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ResourcePool = new ResourcePool();
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}
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}
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@ -90,7 +93,7 @@ namespace Ryujinx.Graphics.OpenGL
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public byte[] GetBufferData(BufferHandle buffer, int offset, int size)
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public byte[] GetBufferData(BufferHandle buffer, int offset, int size)
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{
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{
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return Buffer.GetData(buffer, offset, size);
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return PersistentBuffers.Default.GetBufferData(buffer, offset, size);
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}
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}
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public Capabilities GetCapabilities()
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public Capabilities GetCapabilities()
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@ -177,6 +180,7 @@ namespace Ryujinx.Graphics.OpenGL
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{
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{
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_textureCopy.Dispose();
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_textureCopy.Dispose();
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_backgroundTextureCopy.Dispose();
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_backgroundTextureCopy.Dispose();
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PersistentBuffers.Dispose();
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ResourcePool.Dispose();
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ResourcePool.Dispose();
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_pipeline.Dispose();
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_pipeline.Dispose();
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_window.Dispose();
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_window.Dispose();
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@ -358,7 +358,7 @@ namespace Ryujinx.Graphics.Texture
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};
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};
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}
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}
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public static Span<byte> ConvertLinearToBlockLinear(
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public static ReadOnlySpan<byte> ConvertLinearToBlockLinear(
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int width,
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int width,
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int height,
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int height,
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int depth,
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int depth,
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@ -499,7 +499,7 @@ namespace Ryujinx.Graphics.Texture
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return output;
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return output;
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}
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}
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public static Span<byte> ConvertLinearToLinearStrided(
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public static ReadOnlySpan<byte> ConvertLinearToLinearStrided(
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int width,
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int width,
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int height,
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int height,
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int blockWidth,
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int blockWidth,
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@ -514,6 +514,11 @@ namespace Ryujinx.Graphics.Texture
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int inStride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
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int inStride = BitUtils.AlignUp(w * bytesPerPixel, HostStrideAlignment);
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int lineSize = width * bytesPerPixel;
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int lineSize = width * bytesPerPixel;
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if (inStride == stride)
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{
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return data;
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}
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Span<byte> output = new byte[h * stride];
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Span<byte> output = new byte[h * stride];
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int inOffs = 0;
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int inOffs = 0;
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