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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@ -611,7 +611,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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ref BufferBounds bounds = ref channel.BufferManager.GetUniformBufferBounds(isCompute, stageIndex, textureBufferIndex);
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cachedTextureBuffer = MemoryMarshal.Cast<byte, int>(channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
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cachedTextureBuffer = MemoryMarshal.Cast<byte, int>(channel.MemoryManager.Physical.GetSpan(bounds.Range));
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cachedTextureBufferIndex = textureBufferIndex;
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if (samplerBufferIndex == textureBufferIndex)
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@ -625,7 +625,7 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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ref BufferBounds bounds = ref channel.BufferManager.GetUniformBufferBounds(isCompute, stageIndex, samplerBufferIndex);
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cachedSamplerBuffer = MemoryMarshal.Cast<byte, int>(channel.MemoryManager.Physical.GetSpan(bounds.Address, (int)bounds.Size));
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cachedSamplerBuffer = MemoryMarshal.Cast<byte, int>(channel.MemoryManager.Physical.GetSpan(bounds.Range));
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cachedSamplerBufferIndex = samplerBufferIndex;
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}
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