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AbstractTexture: Drop slow map readback path
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@ -113,56 +113,6 @@ void VKTexture::Bind(unsigned int stage)
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StateTracker::GetInstance()->SetTexture(stage, m_texture->GetView());
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}
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std::optional<AbstractTexture::RawTextureInfo> VKTexture::MapFullImpl()
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{
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// No support for optimization of full copy
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return MapRegionImpl(0, 0, 0, m_config.width, m_config.height);
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}
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std::optional<AbstractTexture::RawTextureInfo> VKTexture::MapRegionImpl(u32 level, u32 x, u32 y,
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u32 width, u32 height)
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{
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m_staging_texture = StagingTexture2D::Create(STAGING_BUFFER_TYPE_READBACK, width, height,
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TEXTURECACHE_TEXTURE_FORMAT);
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// Transition image to transfer source, and invalidate the current state,
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// since we'll be executing the command buffer.
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m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
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StateTracker::GetInstance()->EndRenderPass();
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// Copy to download buffer.
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m_staging_texture->CopyFromImage(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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m_texture->GetImage(), VK_IMAGE_ASPECT_COLOR_BIT, x, y, width,
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height, level, 0);
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// Restore original state of texture.
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m_texture->TransitionToLayout(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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// Block until the GPU has finished copying to the staging texture.
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Util::ExecuteCurrentCommandsAndRestoreState(false, true);
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// Map the staging texture so we can copy the contents out.
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if (!m_staging_texture->Map())
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{
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PanicAlert("Failed to map staging texture");
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return {};
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}
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return AbstractTexture::RawTextureInfo{reinterpret_cast<u8*>(m_staging_texture->GetMapPointer()),
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static_cast<u32>(m_staging_texture->GetRowStride()), width,
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height};
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}
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void VKTexture::Unmap()
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{
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if (!m_staging_texture)
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return;
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m_staging_texture->Unmap();
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}
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void VKTexture::CopyRectangleFromTexture(const AbstractTexture* src,
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const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
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u32 src_level, const MathUtil::Rectangle<int>& dst_rect,
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