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
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64 changed files with 3289 additions and 1852 deletions
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@ -72,8 +72,18 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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return new OGLShaderStage(
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Type,
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Program.Code,
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Program.Textures,
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Program.Uniforms);
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Program.Uniforms,
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Program.Textures);
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}
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public IEnumerable<ShaderDeclInfo> GetConstBufferUsage(long Key)
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{
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if (Stages.TryGetValue(Key, out OGLShaderStage Stage))
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{
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return Stage.ConstBufferUsage;
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}
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return Enumerable.Empty<ShaderDeclInfo>();
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}
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public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Key)
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@ -224,7 +234,7 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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{
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if (Stage != null)
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{
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foreach (ShaderDeclInfo DeclInfo in Stage.UniformUsage)
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foreach (ShaderDeclInfo DeclInfo in Stage.ConstBufferUsage)
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{
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int BlockIndex = GL.GetUniformBlockIndex(ProgramHandle, DeclInfo.Name);
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