Add XML documentation to Ryujinx.Graphics.Gpu.Memory
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11 changed files with 471 additions and 16 deletions
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@ -3,15 +3,29 @@ using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Memory
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{
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/// <summary>
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/// GPU mapped memory accessor.
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/// </summary>
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class MemoryAccessor
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{
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private GpuContext _context;
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/// <summary>
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/// Creates a new instance of the GPU memory accessor.
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/// </summary>
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/// <param name="context">GPU context that the memory accessor belongs to</param>
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public MemoryAccessor(GpuContext context)
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{
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_context = context;
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}
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/// <summary>
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/// Reads data from GPU mapped memory.
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/// This reads as much data as possible, up to the specified maximum size.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address where the data is located</param>
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/// <param name="maxSize">Maximum size of the data</param>
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/// <returns>The data at the specified memory location</returns>
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public Span<byte> Read(ulong gpuVa, ulong maxSize)
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{
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ulong processVa = _context.MemoryManager.Translate(gpuVa);
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@ -21,6 +35,12 @@ namespace Ryujinx.Graphics.Gpu.Memory
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return _context.PhysicalMemory.Read(processVa, size);
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}
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/// <summary>
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/// Reads a structure from GPU mapped memory.
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/// </summary>
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/// <typeparam name="T">Type of the structure</typeparam>
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/// <param name="gpuVa">GPU virtual address where the strcture is located</param>
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/// <returns>The structure at the specified memory location</returns>
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public T Read<T>(ulong gpuVa) where T : struct
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{
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ulong processVa = _context.MemoryManager.Translate(gpuVa);
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@ -30,6 +50,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
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return MemoryMarshal.Cast<byte, T>(_context.PhysicalMemory.Read(processVa, size))[0];
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}
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/// <summary>
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/// Reads a 32-bits signed integer from GPU mapped memory.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address where the value is located</param>
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/// <returns>The value at the specified memory location</returns>
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public int ReadInt32(ulong gpuVa)
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{
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ulong processVa = _context.MemoryManager.Translate(gpuVa);
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@ -37,6 +62,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
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return BitConverter.ToInt32(_context.PhysicalMemory.Read(processVa, 4));
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}
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/// <summary>
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/// Writes a 32-bits signed integer to GPU mapped memory.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address to write the value into</param>
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/// <param name="value">The value to be written</param>
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public void Write(ulong gpuVa, int value)
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{
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ulong processVa = _context.MemoryManager.Translate(gpuVa);
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@ -44,6 +74,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
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_context.PhysicalMemory.Write(processVa, BitConverter.GetBytes(value));
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}
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/// <summary>
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/// Writes data to GPU mapped memory.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address to write the data into</param>
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/// <param name="data">The data to be written</param>
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public void Write(ulong gpuVa, Span<byte> data)
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{
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ulong processVa = _context.MemoryManager.Translate(gpuVa);
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