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Implement support for multi-range buffers using Vulkan sparse mappings (#5427)
* Pass MultiRange to BufferManager * Implement support for multi-range buffers using Vulkan sparse mappings * Use multi-range for remaining buffers, delete old methods * Assume that more buffers are contiguous * Dispose multi-range buffers after they are removed from the list * Properly init BufferBounds for constant and storage buffers * Do not try reading zero bytes data from an unmapped address on the shader cache + PR feedback * Fix misaligned sparse buffer offsets * Null check can be simplified * PR feedback
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33 changed files with 1241 additions and 233 deletions
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@ -370,8 +370,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
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{
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var memoryManager = _channel.MemoryManager;
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address = memoryManager.Translate(address);
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BufferRange range = memoryManager.Physical.BufferCache.GetBufferRange(address, size);
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BufferRange range = memoryManager.Physical.BufferCache.GetBufferRange(memoryManager.GetPhysicalRegions(address, size));
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ITexture bufferTexture = _vacContext.EnsureBufferTexture(index + 2, format);
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bufferTexture.SetStorage(range);
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@ -412,9 +411,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw
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var memoryManager = _channel.MemoryManager;
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address = memoryManager.Translate(address + indexOffset);
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ulong misalign = address & ((ulong)_context.Capabilities.TextureBufferOffsetAlignment - 1);
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BufferRange range = memoryManager.Physical.BufferCache.GetBufferRange(address - misalign, size + misalign);
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BufferRange range = memoryManager.Physical.BufferCache.GetBufferRange(memoryManager.GetPhysicalRegions(address + indexOffset - misalign, size + misalign));
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misalignedOffset = (int)misalign >> shift;
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SetIndexBufferTexture(reservations, range, format);
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