More flexible memory manager (#307)

* Keep track mapped buffers with fixed offsets

* Started rewriting the memory manager

* Initial support for MapPhysicalMemory and UnmapPhysicalMemory, other tweaks

* MapPhysicalMemory/UnmapPhysicalMemory support, other tweaks

* Rebased

* Optimize the map/unmap physical memory svcs

* Integrate shared font support

* Fix address space reserve alignment

* Some fixes related to gpu memory mapping

* Some cleanup

* Only try uploading const buffers that are really used

* Check if memory region is contiguous

* Rebased

* Add missing count increment on IsRegionModified

* Check for reads/writes outside of the address space, optimize translation with a tail call
This commit is contained in:
gdkchan 2018-08-15 15:59:51 -03:00 committed by GitHub
parent 76d95dee05
commit c393cdf8e3
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
64 changed files with 3289 additions and 1852 deletions

View file

@ -72,8 +72,18 @@ namespace Ryujinx.Graphics.Gal.OpenGL
return new OGLShaderStage(
Type,
Program.Code,
Program.Textures,
Program.Uniforms);
Program.Uniforms,
Program.Textures);
}
public IEnumerable<ShaderDeclInfo> GetConstBufferUsage(long Key)
{
if (Stages.TryGetValue(Key, out OGLShaderStage Stage))
{
return Stage.ConstBufferUsage;
}
return Enumerable.Empty<ShaderDeclInfo>();
}
public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Key)
@ -224,7 +234,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
{
if (Stage != null)
{
foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage)
foreach (ShaderDeclInfo DeclInfo in Stage.ConstBufferUsage)
{
int BlockIndex = GL.GetUniformBlockIndex(ProgramHandle, DeclInfo.Name);