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https://github.com/ryujinx-mirror/ryujinx.git
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Fast path for Inline-to-Memory texture data transfers (#3610)
* Fast path for Inline-to-Memory texture data transfers * Only do it for block linear textures to be on the safe side
This commit is contained in:
parent
d9aa15eb24
commit
923089a298
13 changed files with 196 additions and 31 deletions
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@ -19,6 +19,7 @@ namespace Ryujinx.Graphics.GAL
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void SetData(ReadOnlySpan<byte> data);
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void SetData(ReadOnlySpan<byte> data, int layer, int level);
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void SetData(ReadOnlySpan<byte> data, int layer, int level, Rectangle<int> region);
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void SetStorage(BufferRange buffer);
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void Release();
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}
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@ -113,6 +113,8 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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TextureSetDataCommand.Run(ref GetCommand<TextureSetDataCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.TextureSetDataSlice] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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TextureSetDataSliceCommand.Run(ref GetCommand<TextureSetDataSliceCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.TextureSetDataSliceRegion] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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TextureSetDataSliceRegionCommand.Run(ref GetCommand<TextureSetDataSliceRegionCommand>(memory), threaded, renderer);
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_lookup[(int)CommandType.TextureSetStorage] = (Span<byte> memory, ThreadedRenderer threaded, IRenderer renderer) =>
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TextureSetStorageCommand.Run(ref GetCommand<TextureSetStorageCommand>(memory), threaded, renderer);
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@ -37,6 +37,7 @@
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TextureRelease,
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TextureSetData,
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TextureSetDataSlice,
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TextureSetDataSliceRegion,
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TextureSetStorage,
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WindowPresent,
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@ -0,0 +1,31 @@
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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 TextureSetDataSliceRegionCommand : IGALCommand
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{
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public CommandType CommandType => CommandType.TextureSetDataSliceRegion;
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private TableRef<ThreadedTexture> _texture;
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private TableRef<byte[]> _data;
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private int _layer;
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private int _level;
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private Rectangle<int> _region;
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public void Set(TableRef<ThreadedTexture> texture, TableRef<byte[]> data, int layer, int level, Rectangle<int> region)
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{
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_texture = texture;
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_data = data;
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_layer = layer;
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_level = level;
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_region = region;
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}
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public static void Run(ref TextureSetDataSliceRegionCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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ThreadedTexture texture = command._texture.Get(threaded);
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texture.Base.SetData(new ReadOnlySpan<byte>(command._data.Get(threaded)), command._layer, command._level, command._region);
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}
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}
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}
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@ -119,6 +119,12 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Resources
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_renderer.QueueCommand();
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}
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public void SetData(ReadOnlySpan<byte> data, int layer, int level, Rectangle<int> region)
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{
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_renderer.New<TextureSetDataSliceRegionCommand>().Set(Ref(this), Ref(data.ToArray()), layer, level, region);
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_renderer.QueueCommand();
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}
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public void SetStorage(BufferRange buffer)
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{
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_renderer.New<TextureSetStorageCommand>().Set(Ref(this), buffer);
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@ -224,7 +224,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
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xCount,
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yCount,
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dstLinear,
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dst.MemoryLayout);
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dst.MemoryLayout.UnpackGobBlocksInY(),
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dst.MemoryLayout.UnpackGobBlocksInZ());
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if (target != null)
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{
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@ -29,6 +29,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.InlineToMemory
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private int _dstHeight;
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private int _dstStride;
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private int _dstGobBlocksInY;
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private int _dstGobBlocksInZ;
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private int _lineLengthIn;
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private int _lineCount;
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@ -117,6 +118,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.InlineToMemory
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_dstHeight = (int)state.SetDstHeight;
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_dstStride = (int)state.PitchOut;
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_dstGobBlocksInY = 1 << (int)state.SetDstBlockSizeHeight;
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_dstGobBlocksInZ = 1 << (int)state.SetDstBlockSizeDepth;
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_lineLengthIn = (int)state.LineLengthIn;
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_lineCount = (int)state.LineCount;
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@ -176,6 +178,31 @@ namespace Ryujinx.Graphics.Gpu.Engine.InlineToMemory
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}
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else
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{
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// TODO: Verify if the destination X/Y and width/height are taken into account
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// for linear texture transfers. If not, we can use the fast path for that aswell.
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// Right now the copy code at the bottom assumes that it is used on both which might be incorrect.
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if (!_isLinear)
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{
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var target = memoryManager.Physical.TextureCache.FindTexture(
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memoryManager,
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_dstGpuVa,
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1,
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_dstStride,
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_dstHeight,
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_lineLengthIn,
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_lineCount,
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_isLinear,
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_dstGobBlocksInY,
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_dstGobBlocksInZ);
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if (target != null)
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{
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target.SetData(data, 0, 0, new GAL.Rectangle<int>(_dstX, _dstY, _lineLengthIn / target.Info.FormatInfo.BytesPerPixel, _lineCount));
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return;
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}
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}
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var dstCalculator = new OffsetCalculator(
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_dstWidth,
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_dstHeight,
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@ -761,6 +761,24 @@ namespace Ryujinx.Graphics.Gpu.Image
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_hasData = true;
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}
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/// <summary>
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/// Uploads new texture data to the host GPU for a specific layer/level and 2D sub-region.
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/// </summary>
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/// <param name="data">New data</param>
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/// <param name="layer">Target layer</param>
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/// <param name="level">Target level</param>
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/// <param name="region">Target sub-region of the texture to update</param>
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public void SetData(ReadOnlySpan<byte> data, int layer, int level, Rectangle<int> region)
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{
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BlacklistScale();
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HostTexture.SetData(data, layer, level, region);
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_currentData = null;
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_hasData = true;
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}
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/// <summary>
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/// Converts texture data to a format and layout that is supported by the host GPU.
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/// </summary>
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@ -905,7 +905,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="xCount">Number of pixels to be copied per line</param>
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/// <param name="yCount">Number of lines to be copied</param>
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/// <param name="linear">True if the texture has a linear layout, false otherwise</param>
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/// <param name="memoryLayout">If <paramref name="linear"/> is false, should have the memory layout, otherwise ignored</param>
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/// <param name="gobBlocksInY">If <paramref name="linear"/> is false, the amount of GOB blocks in the Y axis</param>
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/// <param name="gobBlocksInZ">If <paramref name="linear"/> is false, the amount of GOB blocks in the Z axis</param>
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/// <returns>A matching texture, or null if there is no match</returns>
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public Texture FindTexture(
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MemoryManager memoryManager,
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@ -916,7 +917,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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int xCount,
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int yCount,
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bool linear,
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MemoryLayout memoryLayout)
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int gobBlocksInY,
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int gobBlocksInZ)
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{
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ulong address = memoryManager.Translate(gpuVa);
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@ -955,8 +957,8 @@ namespace Ryujinx.Graphics.Gpu.Image
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bool sizeMatch = xCount * bpp == texture.Info.Width * format.BytesPerPixel && height == texture.Info.Height;
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bool formatMatch = !texture.Info.IsLinear &&
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texture.Info.GobBlocksInY == memoryLayout.UnpackGobBlocksInY() &&
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texture.Info.GobBlocksInZ == memoryLayout.UnpackGobBlocksInZ();
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texture.Info.GobBlocksInY == gobBlocksInY &&
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texture.Info.GobBlocksInZ == gobBlocksInZ;
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match = sizeMatch && formatMatch;
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}
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@ -58,6 +58,11 @@ namespace Ryujinx.Graphics.OpenGL.Image
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throw new NotSupportedException();
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}
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public void SetData(ReadOnlySpan<byte> data, int layer, int level, Rectangle<int> region)
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{
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throw new NotSupportedException();
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}
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public void SetStorage(BufferRange buffer)
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{
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if (_buffer != BufferHandle.Null &&
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@ -1,4 +1,5 @@
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using System;
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@ -385,7 +386,34 @@ namespace Ryujinx.Graphics.OpenGL.Image
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int width = Math.Max(Info.Width >> level, 1);
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int height = Math.Max(Info.Height >> level, 1);
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ReadFrom2D((IntPtr)ptr, layer, level, width, height);
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ReadFrom2D((IntPtr)ptr, layer, level, 0, 0, width, height);
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}
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}
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}
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public void SetData(ReadOnlySpan<byte> data, int layer, int level, Rectangle<int> region)
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{
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if (Format == Format.S8UintD24Unorm)
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{
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data = FormatConverter.ConvertS8D24ToD24S8(data);
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}
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int wInBlocks = BitUtils.DivRoundUp(region.Width, Info.BlockWidth);
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int hInBlocks = BitUtils.DivRoundUp(region.Height, Info.BlockHeight);
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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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ReadFrom2D(
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(IntPtr)ptr,
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layer,
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level,
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region.X,
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region.Y,
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region.Width,
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region.Height,
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BitUtils.AlignUp(wInBlocks * Info.BytesPerPixel, 4) * hInBlocks);
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}
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}
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}
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public void ReadFromPbo2D(int offset, int layer, int level, int width, int height)
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{
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ReadFrom2D(IntPtr.Zero + offset, layer, level, width, height);
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ReadFrom2D(IntPtr.Zero + offset, layer, level, 0, 0, width, height);
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}
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private void ReadFrom2D(IntPtr data, int layer, int level, int width, int height)
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private void ReadFrom2D(IntPtr data, int layer, int level, int x, int y, int width, int height)
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{
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int mipSize = Info.GetMipSize2D(level);
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ReadFrom2D(data, layer, level, x, y, width, height, mipSize);
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}
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private void ReadFrom2D(IntPtr data, int layer, int level, int x, int y, int width, int height, int mipSize)
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{
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TextureTarget target = Target.Convert();
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int mipSize = Info.GetMipSize2D(level);
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Bind(target, 0);
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FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
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@ -418,7 +451,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
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GL.CompressedTexSubImage1D(
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target,
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level,
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0,
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x,
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width,
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format.PixelFormat,
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mipSize,
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@ -429,7 +462,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
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GL.TexSubImage1D(
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target,
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level,
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0,
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x,
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width,
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format.PixelFormat,
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format.PixelType,
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@ -443,7 +476,7 @@ namespace Ryujinx.Graphics.OpenGL.Image
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GL.CompressedTexSubImage2D(
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target,
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level,
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0,
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x,
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layer,
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width,
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1,
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GL.TexSubImage2D(
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target,
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level,
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0,
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x,
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layer,
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width,
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1,
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GL.CompressedTexSubImage2D(
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target,
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level,
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0,
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0,
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x,
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y,
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width,
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height,
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format.PixelFormat,
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@ -485,8 +518,8 @@ namespace Ryujinx.Graphics.OpenGL.Image
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GL.TexSubImage2D(
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target,
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level,
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0,
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0,
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x,
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y,
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width,
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height,
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format.PixelFormat,
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@ -503,8 +536,8 @@ namespace Ryujinx.Graphics.OpenGL.Image
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GL.CompressedTexSubImage3D(
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target,
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level,
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0,
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0,
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x,
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y,
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layer,
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width,
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height,
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@ -518,8 +551,8 @@ namespace Ryujinx.Graphics.OpenGL.Image
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GL.TexSubImage3D(
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target,
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level,
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0,
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0,
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x,
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y,
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layer,
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width,
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height,
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@ -536,8 +569,8 @@ namespace Ryujinx.Graphics.OpenGL.Image
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GL.CompressedTexSubImage2D(
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TextureTarget.TextureCubeMapPositiveX + layer,
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level,
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0,
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0,
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x,
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y,
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width,
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height,
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format.PixelFormat,
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@ -549,8 +582,8 @@ namespace Ryujinx.Graphics.OpenGL.Image
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GL.TexSubImage2D(
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TextureTarget.TextureCubeMapPositiveX + layer,
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level,
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0,
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0,
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x,
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y,
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width,
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height,
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format.PixelFormat,
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@ -98,6 +98,11 @@ namespace Ryujinx.Graphics.Vulkan
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throw new NotSupportedException();
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}
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public void SetData(ReadOnlySpan<byte> data, int layer, int level, Rectangle<int> region)
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{
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throw new NotSupportedException();
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}
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public void SetStorage(BufferRange buffer)
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{
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if (_bufferHandle == buffer.Handle &&
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@ -819,7 +819,7 @@ namespace Ryujinx.Graphics.Vulkan
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var buffer = bufferHolder.GetBuffer(cbs.CommandBuffer).Get(cbs).Value;
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var image = GetImage().Get(cbs).Value;
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CopyFromOrToBuffer(cbs.CommandBuffer, buffer, image, size, true, x, y, width, height);
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CopyFromOrToBuffer(cbs.CommandBuffer, buffer, image, size, true, 0, 0, x, y, width, height);
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}
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bufferHolder.WaitForFences();
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@ -893,7 +893,12 @@ namespace Ryujinx.Graphics.Vulkan
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SetData(data, layer, level, 1, 1, singleSlice: true);
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}
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private void SetData(ReadOnlySpan<byte> data, int layer, int level, int layers, int levels, bool singleSlice)
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public void SetData(ReadOnlySpan<byte> data, int layer, int level, Rectangle<int> region)
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{
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SetData(data, layer, level, 1, 1, singleSlice: true, region);
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}
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private void SetData(ReadOnlySpan<byte> data, int layer, int level, int layers, int levels, bool singleSlice, Rectangle<int>? region = null)
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{
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int bufferDataLength = GetBufferDataLength(data.Length);
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@ -917,8 +922,26 @@ namespace Ryujinx.Graphics.Vulkan
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var buffer = bufferHolder.GetBuffer(cbs.CommandBuffer).Get(cbs).Value;
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var image = imageAuto.Get(cbs).Value;
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if (region.HasValue)
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{
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CopyFromOrToBuffer(
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cbs.CommandBuffer,
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buffer,
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image,
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bufferDataLength,
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false,
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layer,
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level,
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region.Value.X,
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region.Value.Y,
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region.Value.Width,
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region.Value.Height);
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}
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else
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{
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CopyFromOrToBuffer(cbs.CommandBuffer, buffer, image, bufferDataLength, false, layer, level, layers, levels, singleSlice);
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}
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}
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private int GetBufferDataLength(int length)
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{
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@ -1059,6 +1082,8 @@ namespace Ryujinx.Graphics.Vulkan
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Image image,
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int size,
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bool to,
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int dstLayer,
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int dstLevel,
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int x,
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int y,
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int width,
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@ -1071,13 +1096,21 @@ namespace Ryujinx.Graphics.Vulkan
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aspectFlags = ImageAspectFlags.ImageAspectDepthBit;
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}
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var sl = new ImageSubresourceLayers(aspectFlags, (uint)FirstLevel, (uint)FirstLayer, 1);
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var sl = new ImageSubresourceLayers(aspectFlags, (uint)(FirstLevel + dstLevel), (uint)(FirstLayer + dstLayer), 1);
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var extent = new Extent3D((uint)width, (uint)height, 1);
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int rowLengthAlignment = Info.BlockWidth;
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// We expect all data being written into the texture to have a stride aligned by 4.
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if (!to && Info.BytesPerPixel < 4)
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{
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rowLengthAlignment = 4 / Info.BytesPerPixel;
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}
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var region = new BufferImageCopy(
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0,
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(uint)AlignUpNpot(width, Info.BlockWidth),
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(uint)AlignUpNpot(width, rowLengthAlignment),
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(uint)AlignUpNpot(height, Info.BlockHeight),
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sl,
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new Offset3D(x, y, 0),
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