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https://github.com/ryujinx-mirror/ryujinx.git
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Size hints for copy regions and viewport dimensions to avoid data loss (#1686)
* Size hints for copy regions and viewport dimensions to avoid data loss * Reword comment. * Use info for the rule rather than calculating aligned size. * Reorder min/max, remove spaces
This commit is contained in:
parent
c3d62bd078
commit
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5 changed files with 111 additions and 45 deletions
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@ -1,6 +1,7 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Texture;
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using System;
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using System;
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namespace Ryujinx.Graphics.Gpu.Engine
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namespace Ryujinx.Graphics.Gpu.Engine
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@ -19,9 +20,30 @@ namespace Ryujinx.Graphics.Gpu.Engine
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var dstCopyTexture = state.Get<CopyTexture>(MethodOffset.CopyDstTexture);
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var dstCopyTexture = state.Get<CopyTexture>(MethodOffset.CopyDstTexture);
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var srcCopyTexture = state.Get<CopyTexture>(MethodOffset.CopySrcTexture);
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var srcCopyTexture = state.Get<CopyTexture>(MethodOffset.CopySrcTexture);
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var region = state.Get<CopyRegion>(MethodOffset.CopyRegion);
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var control = state.Get<CopyTextureControl>(MethodOffset.CopyTextureControl);
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int srcX1 = (int)(region.SrcXF >> 32);
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int srcY1 = (int)(region.SrcYF >> 32);
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int srcX2 = (int)((region.SrcXF + region.SrcWidthRF * region.DstWidth) >> 32);
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int srcY2 = (int)((region.SrcYF + region.SrcHeightRF * region.DstHeight) >> 32);
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int dstX1 = region.DstX;
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int dstY1 = region.DstY;
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int dstX2 = region.DstX + region.DstWidth;
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int dstY2 = region.DstY + region.DstHeight;
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// The source and destination textures should at least be as big as the region being requested.
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// The hints will only resize within alignment constraints, so out of bound copies won't resize in most cases.
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var srcHint = new Size(srcX2, srcY2, 1);
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var dstHint = new Size(dstX2, dstY2, 1);
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var srcCopyTextureFormat = srcCopyTexture.Format.Convert();
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var srcCopyTextureFormat = srcCopyTexture.Format.Convert();
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Texture srcTexture = TextureManager.FindOrCreateTexture(srcCopyTexture, srcCopyTextureFormat);
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Texture srcTexture = TextureManager.FindOrCreateTexture(srcCopyTexture, srcCopyTextureFormat, true, srcHint);
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if (srcTexture == null)
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if (srcTexture == null)
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{
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{
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@ -42,7 +64,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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dstCopyTextureFormat = dstCopyTexture.Format.Convert();
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dstCopyTextureFormat = dstCopyTexture.Format.Convert();
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}
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}
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Texture dstTexture = TextureManager.FindOrCreateTexture(dstCopyTexture, dstCopyTextureFormat, srcTexture.ScaleMode == TextureScaleMode.Scaled);
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Texture dstTexture = TextureManager.FindOrCreateTexture(dstCopyTexture, dstCopyTextureFormat, srcTexture.ScaleMode == TextureScaleMode.Scaled, dstHint);
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if (dstTexture == null)
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if (dstTexture == null)
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{
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{
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@ -54,22 +76,6 @@ namespace Ryujinx.Graphics.Gpu.Engine
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srcTexture.PropagateScale(dstTexture);
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srcTexture.PropagateScale(dstTexture);
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}
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}
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var control = state.Get<CopyTextureControl>(MethodOffset.CopyTextureControl);
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var region = state.Get<CopyRegion>(MethodOffset.CopyRegion);
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int srcX1 = (int)(region.SrcXF >> 32);
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int srcY1 = (int)(region.SrcYF >> 32);
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int srcX2 = (int)((region.SrcXF + region.SrcWidthRF * region.DstWidth) >> 32);
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int srcY2 = (int)((region.SrcYF + region.SrcHeightRF * region.DstHeight) >> 32);
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int dstX1 = region.DstX;
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int dstY1 = region.DstY;
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int dstX2 = region.DstX + region.DstWidth;
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int dstY2 = region.DstY + region.DstHeight;
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float scale = srcTexture.ScaleFactor; // src and dest scales are identical now.
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float scale = srcTexture.ScaleFactor; // src and dest scales are identical now.
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Extents2D srcRegion = new Extents2D(
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Extents2D srcRegion = new Extents2D(
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@ -100,7 +106,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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{
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{
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srcCopyTexture.Height++;
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srcCopyTexture.Height++;
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srcTexture = TextureManager.FindOrCreateTexture(srcCopyTexture, srcCopyTextureFormat, srcTexture.ScaleMode == TextureScaleMode.Scaled);
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srcTexture = TextureManager.FindOrCreateTexture(srcCopyTexture, srcCopyTextureFormat, srcTexture.ScaleMode == TextureScaleMode.Scaled, srcHint);
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if (srcTexture.ScaleFactor != dstTexture.ScaleFactor)
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if (srcTexture.ScaleFactor != dstTexture.ScaleFactor)
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{
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{
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srcTexture.PropagateScale(dstTexture);
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srcTexture.PropagateScale(dstTexture);
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@ -5,6 +5,7 @@ using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Gpu.Shader;
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using Ryujinx.Graphics.Gpu.Shader;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Gpu.State;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Texture;
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using System;
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using System;
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using System.Linq;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Runtime.InteropServices;
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@ -354,6 +355,9 @@ namespace Ryujinx.Graphics.Gpu.Engine
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int samplesInX = msaaMode.SamplesInX();
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int samplesInX = msaaMode.SamplesInX();
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int samplesInY = msaaMode.SamplesInY();
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int samplesInY = msaaMode.SamplesInY();
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var extents = state.Get<ViewportExtents>(MethodOffset.ViewportExtents, 0);
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Size sizeHint = new Size(extents.X + extents.Width, extents.Y + extents.Height, 1);
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bool changedScale = false;
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bool changedScale = false;
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for (int index = 0; index < Constants.TotalRenderTargets; index++)
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for (int index = 0; index < Constants.TotalRenderTargets; index++)
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@ -369,7 +373,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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continue;
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continue;
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}
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}
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Texture color = TextureManager.FindOrCreateTexture(colorState, samplesInX, samplesInY);
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Texture color = TextureManager.FindOrCreateTexture(colorState, samplesInX, samplesInY, sizeHint);
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changedScale |= TextureManager.SetRenderTargetColor(index, color);
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changedScale |= TextureManager.SetRenderTargetColor(index, color);
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@ -388,7 +392,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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var dsState = state.Get<RtDepthStencilState>(MethodOffset.RtDepthStencilState);
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var dsState = state.Get<RtDepthStencilState>(MethodOffset.RtDepthStencilState);
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var dsSize = state.Get<Size3D>(MethodOffset.RtDepthStencilSize);
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var dsSize = state.Get<Size3D>(MethodOffset.RtDepthStencilSize);
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depthStencil = TextureManager.FindOrCreateTexture(dsState, dsSize, samplesInX, samplesInY);
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depthStencil = TextureManager.FindOrCreateTexture(dsState, dsSize, samplesInX, samplesInY, sizeHint);
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}
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}
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changedScale |= TextureManager.SetRenderTargetDepthStencil(depthStencil);
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changedScale |= TextureManager.SetRenderTargetDepthStencil(depthStencil);
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@ -50,6 +50,12 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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/// </summary>
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public bool IsModified { get; internal set; }
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public bool IsModified { get; internal set; }
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/// <summary>
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/// Set when a texture has been changed size. This indicates that it may need to be
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/// changed again when obtained as a sampler.
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/// </summary>
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public bool ChangedSize { get; internal set; }
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private int _depth;
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private int _depth;
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private int _layers;
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private int _layers;
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private int _firstLayer;
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private int _firstLayer;
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@ -353,6 +359,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="depthOrLayers">The new texture depth (for 3D textures) or layers (for layered textures)</param>
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/// <param name="depthOrLayers">The new texture depth (for 3D textures) or layers (for layered textures)</param>
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private void RecreateStorageOrView(int width, int height, int depthOrLayers)
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private void RecreateStorageOrView(int width, int height, int depthOrLayers)
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{
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{
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ChangedSize = true;
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SetInfo(new TextureInfo(
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SetInfo(new TextureInfo(
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Info.Address,
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Info.Address,
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width,
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width,
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/// <param name="copyTexture">Copy texture to find or create</param>
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/// <param name="copyTexture">Copy texture to find or create</param>
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/// <param name="formatInfo">Format information of the copy texture</param>
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/// <param name="formatInfo">Format information of the copy texture</param>
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/// <param name="preferScaling">Indicates if the texture should be scaled from the start</param>
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/// <param name="preferScaling">Indicates if the texture should be scaled from the start</param>
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/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
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/// <returns>The texture</returns>
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/// <returns>The texture</returns>
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public Texture FindOrCreateTexture(CopyTexture copyTexture, FormatInfo formatInfo, bool preferScaling = true)
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public Texture FindOrCreateTexture(CopyTexture copyTexture, FormatInfo formatInfo, bool preferScaling = true, Size? sizeHint = null)
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{
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{
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ulong address = _context.MemoryManager.Translate(copyTexture.Address.Pack());
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ulong address = _context.MemoryManager.Translate(copyTexture.Address.Pack());
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flags |= TextureSearchFlags.WithUpscale;
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flags |= TextureSearchFlags.WithUpscale;
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}
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}
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Texture texture = FindOrCreateTexture(info, flags);
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Texture texture = FindOrCreateTexture(info, flags, sizeHint);
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texture.SynchronizeMemory();
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texture.SynchronizeMemory();
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/// <param name="colorState">Color buffer texture to find or create</param>
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/// <param name="colorState">Color buffer texture to find or create</param>
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/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
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/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
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/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
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/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
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/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
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/// <returns>The texture</returns>
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/// <returns>The texture</returns>
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public Texture FindOrCreateTexture(RtColorState colorState, int samplesInX, int samplesInY)
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public Texture FindOrCreateTexture(RtColorState colorState, int samplesInX, int samplesInY, Size sizeHint)
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{
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{
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ulong address = _context.MemoryManager.Translate(colorState.Address.Pack());
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ulong address = _context.MemoryManager.Translate(colorState.Address.Pack());
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target,
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target,
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formatInfo);
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formatInfo);
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Texture texture = FindOrCreateTexture(info, TextureSearchFlags.WithUpscale);
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Texture texture = FindOrCreateTexture(info, TextureSearchFlags.WithUpscale, sizeHint);
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texture.SynchronizeMemory();
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texture.SynchronizeMemory();
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/// <param name="size">Size of the depth-stencil texture</param>
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/// <param name="size">Size of the depth-stencil texture</param>
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/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
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/// <param name="samplesInX">Number of samples in the X direction, for MSAA</param>
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/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
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/// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param>
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/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
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/// <returns>The texture</returns>
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/// <returns>The texture</returns>
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public Texture FindOrCreateTexture(RtDepthStencilState dsState, Size3D size, int samplesInX, int samplesInY)
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public Texture FindOrCreateTexture(RtDepthStencilState dsState, Size3D size, int samplesInX, int samplesInY, Size sizeHint)
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{
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{
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ulong address = _context.MemoryManager.Translate(dsState.Address.Pack());
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ulong address = _context.MemoryManager.Translate(dsState.Address.Pack());
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target,
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target,
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formatInfo);
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formatInfo);
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Texture texture = FindOrCreateTexture(info, TextureSearchFlags.WithUpscale);
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Texture texture = FindOrCreateTexture(info, TextureSearchFlags.WithUpscale, sizeHint);
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texture.SynchronizeMemory();
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texture.SynchronizeMemory();
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/// </summary>
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/// </summary>
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/// <param name="info">Texture information of the texture to be found or created</param>
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/// <param name="info">Texture information of the texture to be found or created</param>
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/// <param name="flags">The texture search flags, defines texture comparison rules</param>
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/// <param name="flags">The texture search flags, defines texture comparison rules</param>
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/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
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/// <returns>The texture</returns>
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/// <returns>The texture</returns>
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public Texture FindOrCreateTexture(TextureInfo info, TextureSearchFlags flags = TextureSearchFlags.None)
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public Texture FindOrCreateTexture(TextureInfo info, TextureSearchFlags flags = TextureSearchFlags.None, Size? sizeHint = null)
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{
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{
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bool isSamplerTexture = (flags & TextureSearchFlags.ForSampler) != 0;
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bool isSamplerTexture = (flags & TextureSearchFlags.ForSampler) != 0;
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// deletion.
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// deletion.
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_cache.Lift(overlap);
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_cache.Lift(overlap);
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}
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}
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else if (!TextureCompatibility.SizeMatches(overlap.Info, info))
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{
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ChangeSizeIfNeeded(info, overlap, isSamplerTexture, sizeHint);
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// If this is used for sampling, the size must match,
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// otherwise the shader would sample garbage data.
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// To fix that, we create a new texture with the correct
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// size, and copy the data from the old one to the new one.
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overlap.ChangeSize(info.Width, info.Height, info.DepthOrLayers);
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}
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overlap.SynchronizeMemory();
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overlap.SynchronizeMemory();
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if (overlapCompatibility == TextureViewCompatibility.Full)
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if (overlapCompatibility == TextureViewCompatibility.Full)
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{
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{
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TextureInfo oInfo = AdjustSizes(overlap, info, firstLevel);
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if (!isSamplerTexture)
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if (!isSamplerTexture)
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{
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{
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info = AdjustSizes(overlap, info, firstLevel);
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info = oInfo;
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}
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}
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texture = overlap.CreateView(info, sizeInfo, firstLayer, firstLevel);
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texture = overlap.CreateView(oInfo, sizeInfo, firstLayer, firstLevel);
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if (overlap.IsModified)
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if (overlap.IsModified)
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{
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{
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texture.SignalModified();
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texture.SignalModified();
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}
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}
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// The size only matters (and is only really reliable) when the
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ChangeSizeIfNeeded(info, texture, isSamplerTexture, sizeHint);
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// texture is used on a sampler, because otherwise the size will be
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// aligned.
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if (!TextureCompatibility.SizeMatches(overlap.Info, info, firstLevel) && isSamplerTexture)
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{
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texture.ChangeSize(info.Width, info.Height, info.DepthOrLayers);
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}
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break;
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break;
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}
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}
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return texture;
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return texture;
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}
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}
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/// <summary>
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/// Changes a texture's size to match the desired size for samplers,
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/// or increases a texture's size to fit the region indicated by a size hint.
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/// </summary>
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/// <param name="info">The desired texture info</param>
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/// <param name="texture">The texture to resize</param>
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/// <param name="isSamplerTexture">True if the texture will be used for a sampler, false otherwise</param>
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/// <param name="sizeHint">A hint indicating the minimum used size for the texture</param>
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private void ChangeSizeIfNeeded(TextureInfo info, Texture texture, bool isSamplerTexture, Size? sizeHint)
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{
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if (isSamplerTexture)
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{
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// If this is used for sampling, the size must match,
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// otherwise the shader would sample garbage data.
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// To fix that, we create a new texture with the correct
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// size, and copy the data from the old one to the new one.
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if (!TextureCompatibility.SizeMatches(texture.Info, info))
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{
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texture.ChangeSize(info.Width, info.Height, info.DepthOrLayers);
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}
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}
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else if (sizeHint != null)
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{
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// A size hint indicates that data will be used within that range, at least.
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// If the texture is smaller than the size hint, it must be enlarged to meet it.
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// The maximum size is provided by the requested info, which generally has an aligned size.
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int width = Math.Max(texture.Info.Width, Math.Min(sizeHint.Value.Width, info.Width));
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int height = Math.Max(texture.Info.Height, Math.Min(sizeHint.Value.Height, info.Height));
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if (texture.Info.Width != width || texture.Info.Height != height)
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{
|
||||||
|
texture.ChangeSize(width, height, info.DepthOrLayers);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Tries to find an existing texture matching the given buffer copy destination. If none is found, returns null.
|
/// Tries to find an existing texture matching the given buffer copy destination. If none is found, returns null.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|
|
@ -67,6 +67,22 @@ namespace Ryujinx.Graphics.Gpu.Image
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
if (texture.ChangedSize)
|
||||||
|
{
|
||||||
|
// Texture changed size at one point - it may be a different size than the sampler expects.
|
||||||
|
// This can be triggered when the size is changed by a size hint on copy or draw, but the texture has been sampled before.
|
||||||
|
|
||||||
|
TextureDescriptor descriptor = GetDescriptor(id);
|
||||||
|
|
||||||
|
int width = descriptor.UnpackWidth();
|
||||||
|
int height = descriptor.UnpackHeight();
|
||||||
|
|
||||||
|
if (texture.Info.Width != width || texture.Info.Height != height)
|
||||||
|
{
|
||||||
|
texture.ChangeSize(width, height, texture.Info.DepthOrLayers);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Memory is automatically synchronized on texture creation.
|
// Memory is automatically synchronized on texture creation.
|
||||||
texture.SynchronizeMemory();
|
texture.SynchronizeMemory();
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue