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Store a boolean for if Fast DMA texture copy is supported instead of checking vendor every time
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@@ -288,9 +288,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
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bool completeSource = IsTextureCopyComplete(src, srcLinear, srcBpp, srcStride, xCount, yCount);
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bool completeDest = IsTextureCopyComplete(dst, dstLinear, dstBpp, dstStride, xCount, yCount);
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// Check if the source texture exists on the GPU, if it does, do a GPU side copy.
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// Check if the source texture exists on the GPU, if it does, do a GPU-side copy.
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// Otherwise, we would need to flush the source texture which is costly.
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// We don't expect the source to be linear in such cases, as linear source usually indicates buffer or CPU written data.
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// We don't expect the source to be linear in such cases, as linear source usually indicates buffer or CPU-written data.
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if (completeSource && completeDest && !srcLinear && isIdentityRemap)
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{
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@@ -308,9 +308,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Dma
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if (source != null && source.Height == yCount)
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{
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// HACK: Exclude RGBA16Float texture format for fast DMA copy on Apple silicon.
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// HACK: Exclude RGBA16Float texture format for fast DMA copy on Apple Silicon.
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// Fixes Sonic Frontiers when VK_EXT_external_memory_host is not available.
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bool skipDma = _context.Capabilities.VendorName == "Apple" &&
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bool skipDma = !_context.Capabilities.SupportsFastDmaTextureCopy &&
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source.Info.FormatInfo.Format == Format.R16G16B16A16Float;
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if (!skipDma)
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