Buffer Cache: Deduce vertex array limit from memory layout when limit is the highest possible.

This commit is contained in:
Fernando Sahmkow 2022-04-13 16:20:34 +02:00
parent 8bb604b3be
commit 770e19f51a
3 changed files with 12 additions and 4 deletions

View file

@ -1316,12 +1316,16 @@ void BufferCache<P>::UpdateVertexBuffer(u32 index) {
const GPUVAddr gpu_addr_begin = array.StartAddress();
const GPUVAddr gpu_addr_end = limit.LimitAddress() + 1;
const std::optional<VAddr> cpu_addr = gpu_memory->GpuToCpuAddress(gpu_addr_begin);
const u32 address_size = static_cast<u32>(gpu_addr_end - gpu_addr_begin);
const u32 size = address_size; // TODO: Analyze stride and number of vertices
if (array.enable == 0 || size == 0 || !cpu_addr) {
u32 address_size = static_cast<u32>(
std::min(gpu_addr_end - gpu_addr_begin, static_cast<u64>(std::numeric_limits<u32>::max())));
if (array.enable == 0 || address_size == 0 || !cpu_addr) {
vertex_buffers[index] = NULL_BINDING;
return;
}
if (!gpu_memory->IsWithinGPUAddressRange(gpu_addr_end)) {
address_size = gpu_memory->MaxContinousRange(gpu_addr_begin, address_size);
}
const u32 size = address_size; // TODO: Analyze stride and number of vertices
vertex_buffers[index] = Binding{
.cpu_addr = *cpu_addr,
.size = size,