Buffer Cache: Deduce vertex array limit from memory layout when limit is the highest possible.
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3 changed files with 12 additions and 4 deletions
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@ -1316,12 +1316,16 @@ void BufferCache<P>::UpdateVertexBuffer(u32 index) {
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const GPUVAddr gpu_addr_begin = array.StartAddress();
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const GPUVAddr gpu_addr_end = limit.LimitAddress() + 1;
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const std::optional<VAddr> cpu_addr = gpu_memory->GpuToCpuAddress(gpu_addr_begin);
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const u32 address_size = static_cast<u32>(gpu_addr_end - gpu_addr_begin);
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const u32 size = address_size; // TODO: Analyze stride and number of vertices
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if (array.enable == 0 || size == 0 || !cpu_addr) {
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u32 address_size = static_cast<u32>(
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std::min(gpu_addr_end - gpu_addr_begin, static_cast<u64>(std::numeric_limits<u32>::max())));
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if (array.enable == 0 || address_size == 0 || !cpu_addr) {
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vertex_buffers[index] = NULL_BINDING;
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return;
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}
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if (!gpu_memory->IsWithinGPUAddressRange(gpu_addr_end)) {
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address_size = gpu_memory->MaxContinousRange(gpu_addr_begin, address_size);
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}
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const u32 size = address_size; // TODO: Analyze stride and number of vertices
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vertex_buffers[index] = Binding{
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.cpu_addr = *cpu_addr,
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.size = size,
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