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Hold reference for render targets in use (#2156)
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@ -73,7 +73,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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public bool ChangedSize { get; private set; }
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/// <summary>
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/// Set when a texture's GPU VA has ever been partially or fully unmapped.
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/// Set when a texture's GPU VA has ever been partially or fully unmapped.
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/// This indicates that the range must be fully checked when matching the texture.
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/// </summary>
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public bool ChangedMapping { get; private set; }
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@ -628,7 +628,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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/// <summary>
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/// Fully synchronizes guest and host memory.
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/// Fully synchronizes guest and host memory.
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/// This will replace the entire texture with the data present in guest memory.
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/// </summary>
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public void SynchronizeFull()
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@ -1127,7 +1127,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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TextureCreateInfo createInfo = TextureManager.GetCreateInfo(view.Info, _context.Capabilities, ScaleFactor);
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ITexture newView = parent.HostTexture.CreateView(createInfo, view.FirstLayer + firstLayer, view.FirstLevel + firstLevel);
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ITexture newView = parent.HostTexture.CreateView(createInfo, view.FirstLayer + firstLayer, view.FirstLevel + firstLevel);
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view.ReplaceView(parent, view.Info, newView, view.FirstLayer + firstLayer, view.FirstLevel + firstLevel);
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}
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@ -1188,6 +1188,15 @@ namespace Ryujinx.Graphics.Gpu.Image
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IsModified = true;
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Group.SignalModifying(this, bound, !wasModified);
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}
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if (bound)
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{
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IncrementReferenceCount();
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}
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else
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{
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DecrementReferenceCount();
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}
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}
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/// <summary>
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@ -197,6 +197,27 @@ namespace Ryujinx.Graphics.Gpu.Image
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return changesScale || (hasValue && color.ScaleMode != TextureScaleMode.Blacklisted && color.ScaleFactor != GraphicsConfig.ResScale);
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}
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/// <summary>
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/// Sets the render target depth-stencil buffer.
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/// </summary>
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/// <param name="depthStencil">The depth-stencil buffer texture</param>
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/// <returns>True if render target scale must be updated.</returns>
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public bool SetRenderTargetDepthStencil(Texture depthStencil)
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{
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bool hasValue = depthStencil != null;
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bool changesScale = (hasValue != (_rtDepthStencil != null)) || (hasValue && RenderTargetScale != depthStencil.ScaleFactor);
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if (_rtDepthStencil != depthStencil)
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{
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_rtDepthStencil?.SignalModifying(false);
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depthStencil?.SignalModifying(true);
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_rtDepthStencil = depthStencil;
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}
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return changesScale || (hasValue && depthStencil.ScaleMode != TextureScaleMode.Blacklisted && depthStencil.ScaleFactor != GraphicsConfig.ResScale);
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}
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/// <summary>
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/// Gets the first available bound colour target, or the depth stencil target if not present.
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/// </summary>
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@ -290,27 +311,6 @@ namespace Ryujinx.Graphics.Gpu.Image
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RenderTargetScale = targetScale;
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}
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/// <summary>
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/// Sets the render target depth-stencil buffer.
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/// </summary>
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/// <param name="depthStencil">The depth-stencil buffer texture</param>
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/// <returns>True if render target scale must be updated.</returns>
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public bool SetRenderTargetDepthStencil(Texture depthStencil)
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{
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bool hasValue = depthStencil != null;
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bool changesScale = (hasValue != (_rtDepthStencil != null)) || (hasValue && RenderTargetScale != depthStencil.ScaleFactor);
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if (_rtDepthStencil != depthStencil)
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{
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_rtDepthStencil?.SignalModifying(false);
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depthStencil?.SignalModifying(true);
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_rtDepthStencil = depthStencil;
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}
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return changesScale || (hasValue && depthStencil.ScaleMode != TextureScaleMode.Blacklisted && depthStencil.ScaleFactor != GraphicsConfig.ResScale);
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}
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/// <summary>
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/// Commits bindings on the compute pipeline.
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/// </summary>
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@ -716,7 +716,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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// If they don't, it may still be mapped to the same physical region, so we
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// do a more expensive check to tell if they are mapped into the same physical regions.
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// If the GPU VA for the texture has ever been unmapped, then the range must be checked regardless.
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if ((overlap.Info.GpuAddress != info.GpuAddress || overlap.ChangedMapping) &&
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if ((overlap.Info.GpuAddress != info.GpuAddress || overlap.ChangedMapping) &&
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!_context.MemoryManager.CompareRange(overlap.Range, info.GpuAddress))
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{
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continue;
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@ -775,7 +775,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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Array.Resize(ref _overlapInfo, _textureOverlaps.Length);
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}
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// =============== Find Texture View of Existing Texture ===============
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// =============== Find Texture View of Existing Texture ===============
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int fullyCompatible = 0;
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@ -841,7 +841,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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if (texture != null)
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{
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// This texture could be a view of multiple parent textures with different storages, even if it is a view.
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// When a texture is created, make sure all possible dependencies to other textures are created as copies.
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// When a texture is created, make sure all possible dependencies to other textures are created as copies.
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// (even if it could be fulfilled without a copy)
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for (int index = 0; index < overlapsCount; index++)
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@ -859,7 +859,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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texture.SynchronizeMemory();
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}
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// =============== Create a New Texture ===============
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// =============== Create a New Texture ===============
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// No match, create a new texture.
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if (texture == null)
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@ -993,7 +993,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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overlap.ReplaceView(texture, overlapInfo, newView, oInfo.FirstLayer, oInfo.FirstLevel);
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}
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}
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texture.SynchronizeMemory();
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}
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