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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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@ -43,6 +43,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// </summary>
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public int UnmappedSequence { get; private set; }
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/// <summary>
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/// Indicates if the buffer can be used in a sparse buffer mapping.
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/// </summary>
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public bool SparseCompatible { get; }
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/// <summary>
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/// Ranges of the buffer that have been modified on the GPU.
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/// Ranges defined here cannot be updated from CPU until a CPU waiting sync point is reached.
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@ -77,15 +82,25 @@ namespace Ryujinx.Graphics.Gpu.Memory
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/// <param name="physicalMemory">Physical memory where the buffer is mapped</param>
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/// <param name="address">Start address of the buffer</param>
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/// <param name="size">Size of the buffer in bytes</param>
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/// <param name="sparseCompatible">Indicates if the buffer can be used in a sparse buffer mapping</param>
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/// <param name="baseBuffers">Buffers which this buffer contains, and will inherit tracking handles from</param>
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public Buffer(GpuContext context, PhysicalMemory physicalMemory, ulong address, ulong size, IEnumerable<Buffer> baseBuffers = null)
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public Buffer(
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GpuContext context,
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PhysicalMemory physicalMemory,
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ulong address,
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ulong size,
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bool sparseCompatible,
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IEnumerable<Buffer> baseBuffers = null)
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{
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_context = context;
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_physicalMemory = physicalMemory;
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Address = address;
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Size = size;
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SparseCompatible = sparseCompatible;
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Handle = context.Renderer.CreateBuffer((int)size, baseBuffers?.MaxBy(x => x.Size).Handle ?? BufferHandle.Null);
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BufferAccess access = sparseCompatible ? BufferAccess.SparseCompatible : BufferAccess.Default;
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Handle = context.Renderer.CreateBuffer((int)size, access, baseBuffers?.MaxBy(x => x.Size).Handle ?? BufferHandle.Null);
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_useGranular = size > GranularBufferThreshold;
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