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64 commits

Author SHA1 Message Date
gdkchan
96cf242bcf
Handle mismatching texture size with copy dependencies (#4364)
* Handle mismatching texture size with copy dependencies

* Create copy and render textures with the minimum possible size

* Only align width for comparisons, assume that height is always exact

* Fix IsExactMatch size check

* Allow sampler and copy textures to match textures with larger width

* Delete texture ChangeSize related code

* Move AdjustSize to TextureInfo and give it a better name, adjust usages

* Fix GetMinimumWidthInGob when minimumWidth > width

* Only update render targets that are actually cleared for clear

Avoids creating textures with incorrect sizes

* Delete UpdateRenderTargetState method that is not needed anymore

Clears now only ever sets the render targets that will be cleared rather than all of them
2023-02-08 08:48:09 +01:00
riperiperi
4965681e06
GPU: Swap bindings array instead of copying (#4003)
* GPU: Swap bindings array instead of copying

Reduces work on UpdateShaderState. Now the cost is a few reference moves for arrays, rather than copying data.

Downside: bindings arrays are no longer readonly.

* Micro optimisation

* Add missing docs

* Address Feedback
2022-12-04 18:18:40 +01:00
gdkchan
3c3bcd82fe
Add a sampler pool cache and improve texture pool cache (#3487)
* Add a sampler pool cache and improve texture pool cache

* Increase disposal timestamp delta more to be on the safe side

* Nits

* Use abstract class for PoolCache, remove factory callback
2022-07-27 21:07:48 -03:00
riperiperi
99ffc061d3
Optimize Texture Binding and Shader Specialization Checks (#3399)
* Changes 1

* Changes 2

* Better ModifiedSequence handling

This should handle PreciseEvents properly, and simplifies a few things.

* Minor changes, remove debug log

* Handle stage.Info being null

Hopefully fixes Catherine crash

* Fix shader specialization fast texture lookup

* Fix some things.

* Address Feedback Part 1

* Make method static.
2022-06-17 13:09:14 -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
gdkchan
6e0799580f
Fix render target clear when sizes mismatch (#2994) 2022-01-11 20:15:17 +01:00
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
83bdafccda
Share scales array for graphics and compute (#2653) 2021-09-28 23:52:27 +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
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
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
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
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
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
riperiperi
0129250c2e
Pass CbufSlot when getting info from the texture descriptor (#2291)
* Pass CbufSlot when getting info from the texture descriptor

Fixes some issues with bindless textures, when CbufSlot is not equal to the current TextureBufferIndex.

Specifically fixes a random chance of full screen colour flickering in Super Mario Party.

* Apply suggestions from code review

Oops

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

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-05-19 20:05:43 +02:00
gdkchan
f665e1b409
Hold reference for render targets in use (#2156) 2021-04-02 16:33:39 +02:00
riperiperi
9b7335a63b
Improve linear texture compatibility rules (#2099)
* Improve linear texture compatibility rules

Fixes an issue where small or width-aligned (rather than byte aligned) textures would fail to create a view of existing data. Creates a copy dependency as size change may be risky.

* Minor cleanup

* Remove Size Change for Copy Depenedencies

The copy to the target (potentially different sized) texture can properly deal with cropping by itself.

* Move StrideAlignment and GobAlignment into Constants
2021-03-19 02:17:38 +01:00
riperiperi
8d36681bf1
Improve handling for unmapped GPU resources (#2083)
* Improve handling for unmapped GPU resources

- Fixed a memory tracking bug that would set protection on empty PTEs
- When a texture's memory is (partially) unmapped, all pool references are forcibly removed and the texture must be rediscovered to draw with it. This will also force the texture discovery to always compare the texture's range for a match.
- RegionHandles now know if they are unmapped, and automatically unset their dirty flag when unmapped.
- Partial texture sync now loads only the region of texture that has been modified. Unmapped memory tracking handles cause dirty flags for a texture group handle to be ignored.

This greatly improves the emulator's stability for newer UE4 games.

* Address feedback, fix MultiRange slice

Fixed an issue where the size of the multi-range slice would be miscalculated.

* Update Ryujinx.Memory/Range/MultiRange.cs (feedback)

Co-authored-by: Mary <thog@protonmail.com>

Co-authored-by: Mary <thog@protonmail.com>
2021-03-06 11:43:55 -03:00
riperiperi
b530f0e110
Texture Cache: "Texture Groups" and "Texture Dependencies" (#2001)
* Initial implementation (3d tex mips broken)

This works rather well for most games, just need to fix 3d texture mips.

* Cleanup

* Address feedback

* Copy Dependencies and various other fixes

* Fix layer/level offset for copy from view<->view.

* Remove dirty flag from dependency

The dirty flag behaviour is not needed - DeferredCopy is all we need.

* Fix tracking mip slices.

* Propagate granularity (fix astral chain)

* Address Feedback pt 1

* Save slice sizes as part of SizeInfo

* Fix nits

* Fix disposing multiple dependencies causing a crash

This list is obviously modified when removing dependencies, so create a copy of it.
2021-03-02 19:30:54 -03:00
gdkchan
f565b0e5a6
Match texture if the physical range is the same (#1934)
* Match texture if the physical range is the same

* XML docs and comments
2021-01-23 13:38:00 +01:00
gdkchan
c4f56c5704
Support for resources on non-contiguous GPU memory regions (#1905)
* Support for resources on non-contiguous GPU memory regions

* Implement MultiRange physical addresses, only used with a single range for now

* Actually use non-contiguous ranges

* GetPhysicalRegions fixes

* Documentation and remove Address property from TextureInfo

* Finish implementing GetWritableRegion

* Fix typo
2021-01-17 19:44:34 +01:00
gdkchan
3bad321d2b
Fix mipmap base level being ignored for sampled textures and images (#1911)
* Fix mipmap base level being ignored for sampled textures and images

* Fix layer size and max level for textures

* Missing XML doc + reorder comments
2021-01-15 19:14:00 +01:00
sharmander
06aa8a7578
GPU - Improve Memory Allocation (#1722)
* Implement TreeMap from scratch.

Begin implementation of MemoryBlockManager

* Implement GetFreePosition using MemoryBlocks

* Implementation of Memory Management using a Tree.

Still some issues to work around, but promising thus far.

* Resolved invalid mapping issue.

Performance appears promising.

* Add tick metrics

* Use the logger instead

* Use debug loggin instead of info.

* Remove unnecessary code. Add descriptions of added functions.

* Improve memory allocation even further. As well as improve speed of position fetching.

* Add TreeDictionary to Ryujinx Commons

Removed Unnecessary  Usigns

* Add a Performance Profiler + Improve ReserveFixed

* Begin transition to allocation in nvdrv

* Create singleton nvmemallocator

* Moved Allocation into Nv Related Files

As requested by gdkchan, any allocation of memory has been moved into the driver files.

Mapping remains in the GPU MemoryManager.

* Remove unnecessary usings

* Add missing descriptions

* Correct descriptions

* Fix formatting.

* Remove unnecessary whitespace

* Formatting / Convention Updates

* Changes / Fixes

Made syntax and convention changes as requested by gdkchan.

Fixed an issue where IsRegionUsed would return the wrong boolean.

Fixed an issue where GetFreePosition was asked for an address instead of a size.

* Undo commenting of Assert in shader cache

* Update Ryujinx.Common/Collections/TreeDictionary.cs

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

* Resolved many suggestions

* Implement Improved TreeDictionary

Based off of Pseudo code and custom implementations.

* Rename _set to _dictionary

* Remove unused code

* Remove unused code.

* Remove unnecessary MapLow function.

* Resolve data-structure based issues

* Make adjustments to memory management.

Deactive de-allocation for now, it causes more harm than good.

* Minor refactorings + Re-implement deallocation

Also cleaned up unnecessary code.

* Add Tests for TreeDictionary

* Update data structure to properly balance the tree

* Experimental Implementation:

1. Reduce Time to Next Node to O(1) Runtime
2. Reduce While Loop Ct To 2 (In Most Cases)

* Address issues w/ Deallocating Memory

* Final Build

+ Fully Implement Dictionary Interface for new Data Structure
+ Cover All Memory Allocation Edge Cases, particularly w/ Games that De-Allocate a lot.

* Minor Corrections

Give TreeDictionary its own count (do not depend on inner dictionary)

Properly remove adjacent allocations

* Add AsList

* Fix bug where internal dictionary wasn't being updated w/ new node for overwritten key.

* Address comments in review.

* Fix issue where block wouldn't break out (Fixes UE4 issues)

* Update descriptions

* Update descriptions

* Reduce Node visibility to protect TreeDictionary Integrity + Remove usage of struct.

* Update tests to use new TreeDictionary implementation.

* Remove usage of dictionary in TreeDictionary

* Refactoring / Renaming

* Remove unneeded memoryblock class.

* Add space for while

* Add space for if

* Formatting / descriptions

* Clarified some descriptions

* Reduce visibility of memory allocator

* Edit method names to make more sense as memory blocks are no longer in use.

* Make names consistent.

* Protect against npe when sucessorof is called against keys that don't exist. (Not in use by memory manager, this is for other prs that might use this data structure)

* Possible edge-case resolve

* Update Ryujinx.Common/Collections/TreeDictionary.cs

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

* Update Ryujinx.HLE/HOS/Services/Nv/NvMemoryAllocator.cs

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

* Reduce # of unnecessary duplicate variables / Reduce visibility of variables only internally used.

* Rename count to _count

* Update Description of Add method.

* Fix copypasta

* Address comments

* Address comments

* Remove whitespace

* Address comments, condense variables.

* Consolidate vars

* Fix whitespace.

* Nit

* Fix exception msg

* Fix arrayIndex check

* Fix arrayIndex check + indexer

* Remove whitespace from cast

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2020-12-09 19:26:05 -03:00
riperiperi
0108004691
Prefer truly perfect texture matches over fomat aliased ones (#1754) 2020-11-27 19:46:23 +01:00
riperiperi
88633f4bc2
Blacklist very textures with a very small width or height from scaling (#1753) 2020-11-27 19:23:30 +01:00
riperiperi
9493cdfe55
Allow copy destination to have a different scale from source (#1711)
* Allow copy destination to have a different scale from source

Will result in more scaled copy destinations, but allows scaling in some games that copy textures to the output framebuffer.

* Support copying multiple levels/layers

Uses glFramebufferTextureLayer to copy multiple layers, copies levels individually (and scales the regions).

Remove CopyArrayScaled, since the backend copy handles it now.
2020-11-20 17:14:45 -03:00
riperiperi
02872833b6
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
2020-11-09 21:41:13 -03:00
gdkchan
a89b81a812
Separate zeta from color formats (#1647) 2020-11-05 23:50:34 +01:00
riperiperi
e1da7df207
Support res scale on images, correctly blacklist for SUST, move logic out of backend. (#1657)
* Support res scale on images, correctly blacklist for SUST, move logic
out of backend.

* Fix Typo
2020-11-02 16:53:23 -03:00
gdkchan
11a7c99764
Support 3D BC4 and BC5 compressed textures (#1655)
* Support 3D BC4 and BC5 compressed textures

* PR feedback

* Fix some typos
2020-11-01 15:32:53 -03:00
gdkchan
423da5cc91
Scale texture resolution before sending to backend (#1646)
* Work

* Propagate scale factor to copy temp. Not really needed, just here for consistency

* PR feedback
2020-10-29 22:57:34 +01:00
riperiperi
b4d8d893a4
Memory Read/Write Tracking using Region Handles (#1272)
* WIP Range Tracking

- Texture invalidation seems to have large problems
- Buffer/Pool invalidation may have problems
- Mirror memory tracking puts an additional `add` in compiled code, we likely just want to make HLE access slower if this is the final solution.
- Native project is in the messiest possible location.
- [HACK] JIT memory access always uses native "fast" path
- [HACK] Trying some things with texture invalidation and views.

It works :)

Still a few hacks, messy things, slow things

More work in progress stuff (also move to memory project)

Quite a bit faster now.
- Unmapping GPU VA and CPU VA will now correctly update write tracking regions, and invalidate textures for the former.
- The Virtual range list is now non-overlapping like the physical one.
- Fixed some bugs where regions could leak.
- Introduced a weird bug that I still need to track down (consistent invalid buffer in MK8 ribbon road)

Move some stuff.

I think we'll eventually just put the dll and so for this in a nuget package.

Fix rebase.

[WIP] MultiRegionHandle variable size ranges

- Avoid reprotecting regions that change often (needs some tweaking)
- There's still a bug in buffers, somehow.
- Might want different api for minimum granularity

Fix rebase issue

Commit everything needed for software only tracking.

Remove native components.

Remove more native stuff.

Cleanup

Use a separate window for the background context, update opentk. (fixes linux)

Some experimental changes

Should get things working up to scratch - still need to try some things with flush/modification and res scale.

Include address with the region action.

Initial work to make range tracking work

Still a ton of bugs

Fix some issues with the new stuff.

* Fix texture flush instability

There's still some weird behaviour, but it's much improved without this. (textures with cpu modified data were flushing over it)

* Find the destination texture for Buffer->Texture full copy

Greatly improves performance for nvdec videos (with range tracking)

* Further improve texture tracking

* Disable Memory Tracking for view parents

This is a temporary approach to better match behaviour on master (where invalidations would be soaked up by views, rather than trigger twice)

The assumption is that when views are created to a texture, they will cover all of its data anyways. Of course, this can easily be improved in future.

* Introduce some tracking tests.

WIP

* Complete base tests.

* Add more tests for multiregion, fix existing test.

* Cleanup Part 1

* Remove unnecessary code from memory tracking

* Fix some inconsistencies with 3D texture rule.

* Add dispose tests.

* Use a background thread for the background context.

Rather than setting and unsetting a context as current, doing the work on a dedicated thread with signals seems to be a bit faster.

Also nerf the multithreading test a bit.

* Copy to texture with matching alignment

This extends the copy to work for some videos with unusual size, such as tutorial videos in SMO. It will only occur if the destination texture already exists at XCount size.

* Track reads for buffer copies. Synchronize new buffers before copying overlaps.

* Remove old texture flushing mechanisms.

Range tracking all the way, baby.

* Wake the background thread when disposing.

Avoids a deadlock when games are closed.

* Address Feedback 1

* Separate TextureCopy instance for background thread

Also `BackgroundContextWorker.InBackground` for a more sensible idenfifier for if we're in a background thread.

* Add missing XML docs.

* Address Feedback

* Maybe I should start drinking coffee.

* Some more feedback.

* Remove flush warning, Refocus window after making background context
2020-10-16 17:18:35 -03:00
riperiperi
f89b754abb
Always set new texture data for textures initialized by a copy. (#1576) 2020-09-27 09:37:45 +10:00
gdkchan
bd28ce90e6
Implement small indexed draws and other fixes to make guest Vulkan work (#1558) 2020-09-24 09:48:34 +10:00
riperiperi
3d055da5fc
Allow swizzles to match with "undefined" components (#1538)
* Add swizzle matching rules.

Improves rules which try to match incompatible formats as perfect, such as D32 float -> R32 float.

Remove Format.HasOneComponent, since this information is now available via the FormatInfo struct.

* Fix this rule.

* Update component counts for depth formats.
2020-09-11 09:48:48 +10:00
riperiperi
5d69d9103e
Texture/Buffer Memory Management Improvements (#1408)
* Initial implementation. Still pending better valid-overlap handling,
disposed pool, compressed format flush fix.

* Very messy backend resource cache.

* Oops

* Dispose -> Release

* Improve Release/Dispose.

* More rule refinement.

* View compatibility levels as an enum - you can always know if a view is only copy compatible.

* General cleanup.

Use locking on the resource cache, as it is likely to be used by other threads in future.

* Rename resource cache to resource pool.

* Address some of the smaller nits.

* Fix regression with MK8 lens flare

Texture flushes done the old way should trigger memory tracking.

* Use TextureCreateInfo as a key.

It now implements IEquatable and generates a hashcode based on width/height.

* Fix size change for compressed+non-compressed view combos.

Before, this could set either the compressed or non compressed texture with a size with the wrong size, depending on which texture had its size changed. This caused exceptions when flushing the texture.

Now it correctly takes the block size into account, assuming that these textures are only related because a pixel in the non-compressed texture represents a block in the compressed one.

* Implement JD's suggestion for HashCode Combine

Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com>

* Address feedback

* Address feedback.

Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com>
2020-09-10 16:44:04 -03:00
sharmander
bc19114bb5
Fix: Issue #1475 Texture Compatibility Check methods need to be centralized (#1482)
* Texture Compatibility Check methods need to be centralized #1475

* Fix spacing

* Fix spacing

* Undo removal of .ToString()

* Move isPerfectMatch back to Texture.cs

Rename parameters in TextureCompatibility.cs for consistency

* Add switch from 1474 to TextureCompatibility as requested by mageven.

* Actually add TextureCompatibility changes to the PR (Add DeriveDepthFormat method)

* Alignment corrections + Derive method signature adjustment.

* Removed empty line as erquested

* Remove empty lines

* Remove blank lines, fix alignment

* Fix alignment

* Remove emtpy line
2020-08-31 21:06:27 -03:00
gdkchan
2900dda633
Fix depth stencil formats copy by matching equivalent color formats (#1198) 2020-07-13 21:41:30 +10:00
gdkchan
4d02a2d2c0
New NVDEC and VIC implementation (#1384)
* Initial NVDEC and VIC implementation

* Update FFmpeg.AutoGen to 4.3.0

* Add nvdec dependencies for Windows

* Unify some VP9 structures

* Rename VP9 structure fields

* Improvements to Video API

* XML docs for Common.Memory

* Remove now unused or redundant overloads from MemoryAccessor

* NVDEC UV surface read/write scalar paths

* Add FIXME comments about hacky things/stuff that will need to be fixed in the future

* Cleaned up VP9 memory allocation

* Remove some debug logs

* Rename some VP9 structs

* Remove unused struct

* No need to compile Ryujinx.Graphics.Host1x with unsafe anymore

* Name AsyncWorkQueue threads to make debugging easier

* Make Vp9PictureInfo a ref struct

* LayoutConverter no longer needs the depth argument (broken by rebase)

* Pooling of VP9 buffers, plus fix a memory leak on VP9

* Really wish VS could rename projects properly...

* Address feedback

* Remove using

* Catch OperationCanceledException

* Add licensing informations

* Add THIRDPARTY.md to release too

Co-authored-by: Thog <me@thog.eu>
2020-07-12 05:07:01 +02:00
riperiperi
484eb645ae
Implement Zero-Configuration Resolution Scaling (#1365)
* Initial implementation of Render Target Scaling

Works with most games I have. No GUI option right now, it is hardcoded.

Missing handling for texelFetch operation.

* Realtime Configuration, refactoring.

* texelFetch scaling on fragment shader (WIP)

* Improve Shader-Side changes.

* Fix potential crash when no color/depth bound

* Workaround random uses of textures in compute.

This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything.

* Fix scales oscillating when changing between non-native scales.

* Scaled textures on compute, cleanup, lazier uniform update.

* Cleanup.

* Fix stupidity

* Address Thog Feedback.

* Cover most of GDK's feedback (two comments remain)

* Fix bad rename

* Move IsDepthStencil to FormatExtensions, add docs.

* Fix default config, square texture detection.

* Three final fixes:

- Nearest copy when texture is integer format.
- Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error)
- Discount small textures.

* Remove scale threshold.

Not needed right now - we'll see if we run into problems.

* All CPU modification blacklists scale.

* Fix comment.
2020-07-07 04:41:07 +02:00
gdkchan
5795bb1528
Support separate textures and samplers (#1216)
* Support separate textures and samplers

* Add missing bindless flag, fix SNORM format on buffer textures

* Add missing separation

* Add comments about the new handles
2020-05-27 16:07:10 +02:00
gdkchan
3cb1fa0e85
Implement texture buffers (#1152)
* Implement texture buffers

* Throw NotSupportedException where appropriate
2020-04-25 23:02:18 +10:00
gdkchan
03711dd7b5
Implement SULD shader instruction (#1117)
* Implement SULD shader instruction

* Some nits
2020-04-22 09:35:28 +10:00
gdkchan
8e64984158
Support partial invalidation on texture access (#1000)
* Support partial invalidation on texture access

* Fix typo

* PR feedback

* Fix modified size clamping
2020-03-20 14:17:11 +11:00
riperiperi
6db16b4110
Only enumerate cached textures that are modified when flushing. (#918)
* Only enumarate cached textures that are modified when flushing, rather than all of them.

* Remove locking.

* Add missing clear.

* Remove texture from modified list when data is disposed.

In case the game does not call either flush method at any point.

* Add ReferenceEqualityComparer from jD for the HashSet
2020-02-07 08:49:26 +11:00
gdkchan
a11f6f5235 Fix some spelling mistakes
Thanks to LDj3SNuD for spotting these
2020-01-09 02:13:00 +01:00
gdkchan
92703af555 Address PR feedback 2020-01-09 02:13:00 +01:00
gdkchan
59fdaa744b GPU resource disposal 2020-01-09 02:13:00 +01:00