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
This commit is contained in:
gdkchan 2023-12-04 16:30:19 -03:00 committed by GitHub
parent 0531c16326
commit 1df6c07f78
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GPG key ID: 4AEE18F83AFDEB23
33 changed files with 1241 additions and 233 deletions

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@ -730,8 +730,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
codeA ??= memoryManager.GetSpan(vertexA.Address, vertexA.Size).ToArray();
codeB ??= memoryManager.GetSpan(currentStage.Address, currentStage.Size).ToArray();
byte[] cb1DataA = memoryManager.Physical.GetSpan(cb1DataAddress, vertexA.Cb1DataSize).ToArray();
byte[] cb1DataB = memoryManager.Physical.GetSpan(cb1DataAddress, currentStage.Cb1DataSize).ToArray();
byte[] cb1DataA = ReadArray(memoryManager, cb1DataAddress, vertexA.Cb1DataSize);
byte[] cb1DataB = ReadArray(memoryManager, cb1DataAddress, currentStage.Cb1DataSize);
ShaderDumpPaths pathsA = default;
ShaderDumpPaths pathsB = default;
@ -770,7 +770,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
? channel.BufferManager.GetComputeUniformBufferAddress(1)
: channel.BufferManager.GetGraphicsUniformBufferAddress(StageToStageIndex(context.Stage), 1);
byte[] cb1Data = memoryManager.Physical.GetSpan(cb1DataAddress, context.Cb1DataSize).ToArray();
byte[] cb1Data = ReadArray(memoryManager, cb1DataAddress, context.Cb1DataSize);
code ??= memoryManager.GetSpan(context.Address, context.Size).ToArray();
ShaderDumpPaths paths = dumper?.Dump(code, context.Stage == ShaderStage.Compute) ?? default;
@ -781,6 +781,23 @@ namespace Ryujinx.Graphics.Gpu.Shader
return new TranslatedShader(new CachedShaderStage(program.Info, code, cb1Data), program);
}
/// <summary>
/// Reads data from physical memory, returns an empty array if the memory is unmapped or size is 0.
/// </summary>
/// <param name="memoryManager">Memory manager with the physical memory to read from</param>
/// <param name="address">Physical address of the region to read</param>
/// <param name="size">Size in bytes of the data</param>
/// <returns>An array with the data at the specified memory location</returns>
private static byte[] ReadArray(MemoryManager memoryManager, ulong address, int size)
{
if (address == MemoryManager.PteUnmapped || size == 0)
{
return Array.Empty<byte>();
}
return memoryManager.Physical.GetSpan(address, size).ToArray();
}
/// <summary>
/// Gets the index of a stage from a <see cref="ShaderStage"/>.
/// </summary>