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Extract texture Target from Info for quick access (#1774)
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b479a43939
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@ -30,6 +30,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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/// </summary>
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public Format Format => Info.FormatInfo.Format;
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public Format Format => Info.FormatInfo.Format;
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/// <summary>
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/// Texture target.
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/// </summary>
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public Target Target { get; private set; }
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/// <summary>
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/// <summary>
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/// Texture information.
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/// Texture information.
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/// </summary>
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/// </summary>
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@ -290,7 +295,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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width <<= _firstLevel;
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width <<= _firstLevel;
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height <<= _firstLevel;
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height <<= _firstLevel;
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if (Info.Target == Target.Texture3D)
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if (Target == Target.Texture3D)
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{
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{
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depthOrLayers <<= _firstLevel;
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depthOrLayers <<= _firstLevel;
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}
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}
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@ -532,7 +537,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// </summary>
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/// </summary>
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public void SynchronizeMemory()
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public void SynchronizeMemory()
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{
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{
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if (Info.Target == Target.TextureBuffer)
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if (Target == Target.TextureBuffer)
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{
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{
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return;
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return;
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}
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}
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@ -653,11 +658,11 @@ namespace Ryujinx.Graphics.Gpu.Image
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data = decoded;
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data = decoded;
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}
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}
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else if (Info.Target == Target.Texture3D && Info.FormatInfo.Format.IsBc4())
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else if (Target == Target.Texture3D && Info.FormatInfo.Format.IsBc4())
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{
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{
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data = BCnDecoder.DecodeBC4(data, Info.Width, Info.Height, _depth, Info.Levels, _layers, Info.FormatInfo.Format == Format.Bc4Snorm);
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data = BCnDecoder.DecodeBC4(data, Info.Width, Info.Height, _depth, Info.Levels, _layers, Info.FormatInfo.Format == Format.Bc4Snorm);
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}
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}
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else if (Info.Target == Target.Texture3D && Info.FormatInfo.Format.IsBc5())
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else if (Target == Target.Texture3D && Info.FormatInfo.Format.IsBc5())
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{
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{
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data = BCnDecoder.DecodeBC5(data, Info.Width, Info.Height, _depth, Info.Levels, _layers, Info.FormatInfo.Format == Format.Bc5Snorm);
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data = BCnDecoder.DecodeBC5(data, Info.Width, Info.Height, _depth, Info.Levels, _layers, Info.FormatInfo.Format == Format.Bc5Snorm);
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}
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}
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@ -760,7 +765,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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}
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}
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}
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}
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if (Info.Target != Target.TextureBuffer)
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if (Target != Target.TextureBuffer)
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{
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{
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if (Info.IsLinear)
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if (Info.IsLinear)
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{
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{
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@ -903,7 +908,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <returns>A view of this texture with the requested target, or null if the target is invalid for this texture</returns>
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/// <returns>A view of this texture with the requested target, or null if the target is invalid for this texture</returns>
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public ITexture GetTargetTexture(Target target)
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public ITexture GetTargetTexture(Target target)
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{
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{
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if (target == Info.Target)
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if (target == Target)
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{
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{
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return HostTexture;
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return HostTexture;
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}
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}
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@ -1008,6 +1013,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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private void SetInfo(TextureInfo info)
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private void SetInfo(TextureInfo info)
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{
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{
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Info = info;
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Info = info;
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Target = info.Target;
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_depth = info.GetDepth();
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_depth = info.GetDepth();
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_layers = info.GetLayers();
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_layers = info.GetLayers();
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@ -298,7 +298,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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_context.Renderer.Pipeline.SetTexture(bindingInfo.Binding, hostTexture);
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_context.Renderer.Pipeline.SetTexture(bindingInfo.Binding, hostTexture);
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}
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}
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if (hostTexture != null && texture.Info.Target == Target.TextureBuffer)
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if (hostTexture != null && texture.Target == Target.TextureBuffer)
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{
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{
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// Ensure that the buffer texture is using the correct buffer as storage.
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// Ensure that the buffer texture is using the correct buffer as storage.
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// Buffers are frequently re-created to accomodate larger data, so we need to re-bind
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// Buffers are frequently re-created to accomodate larger data, so we need to re-bind
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@ -349,7 +349,7 @@ namespace Ryujinx.Graphics.Gpu.Image
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ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
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ITexture hostTexture = texture?.GetTargetTexture(bindingInfo.Target);
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if (hostTexture != null && texture.Info.Target == Target.TextureBuffer)
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if (hostTexture != null && texture.Target == Target.TextureBuffer)
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{
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{
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// Ensure that the buffer texture is using the correct buffer as storage.
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// Ensure that the buffer texture is using the correct buffer as storage.
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// Buffers are frequently re-created to accomodate larger data, so we need to re-bind
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// Buffers are frequently re-created to accomodate larger data, so we need to re-bind
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