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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.
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@ -232,6 +232,31 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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}
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/// <summary>
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/// Gets the number of 2D slices of the texture.
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/// Returns 6 for cubemap textures, layer faces for cubemap array textures, and DepthOrLayers for everything else.
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/// </summary>
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/// <returns>The number of texture slices</returns>
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public int GetSlices()
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{
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if (Target == Target.Texture3D || Target == Target.Texture2DArray || Target == Target.Texture2DMultisampleArray)
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{
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return DepthOrLayers;
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}
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else if (Target == Target.CubemapArray)
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{
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return DepthOrLayers * 6;
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}
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else if (Target == Target.Cubemap)
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{
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return 6;
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}
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else
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{
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return 1;
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}
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}
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/// <summary>
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/// Calculates the size information from the texture information.
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/// </summary>
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