Exemple #1
0
        /// <summary>
        /// Synchronize memory for a given texture.
        /// If overlapping tracking handles are dirty, fully or partially synchronize the texture data.
        /// </summary>
        /// <param name="texture">The texture being used</param>
        public void SynchronizeMemory(Texture texture)
        {
            EvaluateRelevantHandles(texture, (baseHandle, regionCount, split) =>
            {
                bool dirty       = false;
                bool anyModified = false;
                bool anyUnmapped = false;

                for (int i = 0; i < regionCount; i++)
                {
                    TextureGroupHandle group = _handles[baseHandle + i];

                    bool modified       = group.Modified;
                    bool handleDirty    = false;
                    bool handleModified = false;
                    bool handleUnmapped = false;

                    foreach (CpuRegionHandle handle in group.Handles)
                    {
                        if (handle.Dirty)
                        {
                            handle.Reprotect();
                            handleDirty = true;
                        }
                        else
                        {
                            handleUnmapped |= handle.Unmapped;
                            handleModified |= modified;
                        }
                    }

                    // Evaluate if any copy dependencies need to be fulfilled. A few rules:
                    // If the copy handle needs to be synchronized, prefer our own state.
                    // If we need to be synchronized and there is a copy present, prefer the copy.

                    if (group.NeedsCopy && group.Copy())
                    {
                        anyModified |= true; // The copy target has been modified.
                        handleDirty  = false;
                    }
                    else
                    {
                        anyModified |= handleModified;
                        dirty       |= handleDirty;
                    }

                    anyUnmapped |= handleUnmapped;

                    if (group.NeedsCopy)
                    {
                        // The texture we copied from is still being written to. Copy from it again the next time this texture is used.
                        texture.SignalGroupDirty();
                    }

                    _loadNeeded[baseHandle + i] = handleDirty && !handleUnmapped;
                }

                if (dirty)
                {
                    if (anyUnmapped || (_handles.Length > 1 && (anyModified || split)))
                    {
                        // Partial texture invalidation. Only update the layers/levels with dirty flags of the storage.

                        SynchronizePartial(baseHandle, regionCount);
                    }
                    else
                    {
                        // Full texture invalidation.

                        texture.SynchronizeFull();
                    }
                }
            });
        }