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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0531c16326
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1df6c07f78
33 changed files with 1241 additions and 233 deletions
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@ -57,16 +57,11 @@ namespace Ryujinx.Graphics.OpenGL
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ResourcePool = new ResourcePool();
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}
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public BufferHandle CreateBuffer(int size, BufferHandle storageHint)
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{
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return CreateBuffer(size, GAL.BufferAccess.Default);
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}
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public BufferHandle CreateBuffer(int size, GAL.BufferAccess access)
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{
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BufferCount++;
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if (access == GAL.BufferAccess.FlushPersistent)
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if (access.HasFlag(GAL.BufferAccess.FlushPersistent))
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{
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BufferHandle handle = Buffer.CreatePersistent(size);
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@ -80,11 +75,21 @@ namespace Ryujinx.Graphics.OpenGL
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}
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}
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public BufferHandle CreateBuffer(int size, GAL.BufferAccess access, BufferHandle storageHint)
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{
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return CreateBuffer(size, access);
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}
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public BufferHandle CreateBuffer(nint pointer, int size)
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{
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throw new NotSupportedException();
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}
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public BufferHandle CreateBufferSparse(ReadOnlySpan<BufferRange> storageBuffers)
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{
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throw new NotSupportedException();
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}
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public IProgram CreateProgram(ShaderSource[] shaders, ShaderInfo info)
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{
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return new Program(shaders, info.FragmentOutputMap);
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@ -148,6 +153,7 @@ namespace Ryujinx.Graphics.OpenGL
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supportsR4G4B4A4Format: true,
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supportsSnormBufferTextureFormat: false,
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supports5BitComponentFormat: true,
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supportsSparseBuffer: false,
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supportsBlendEquationAdvanced: HwCapabilities.SupportsBlendEquationAdvanced,
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supportsFragmentShaderInterlock: HwCapabilities.SupportsFragmentShaderInterlock,
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supportsFragmentShaderOrderingIntel: HwCapabilities.SupportsFragmentShaderOrdering,
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