Implement support for multi-range buffers using Vulkan sparse mappings (#5427)
* Pass MultiRange to BufferManager * Implement support for multi-range buffers using Vulkan sparse mappings * Use multi-range for remaining buffers, delete old methods * Assume that more buffers are contiguous * Dispose multi-range buffers after they are removed from the list * Properly init BufferBounds for constant and storage buffers * Do not try reading zero bytes data from an unmapped address on the shader cache + PR feedback * Fix misaligned sparse buffer offsets * Null check can be simplified * PR feedback
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src/Ryujinx.Graphics.Gpu/Memory/MultiRangeBuffer.cs
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60
src/Ryujinx.Graphics.Gpu/Memory/MultiRangeBuffer.cs
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Memory.Range;
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using System;
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namespace Ryujinx.Graphics.Gpu.Memory
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{
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/// <summary>
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/// Buffer, used to store vertex and index data, uniform and storage buffers, and others.
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/// </summary>
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class MultiRangeBuffer : IMultiRangeItem, IDisposable
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{
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private readonly GpuContext _context;
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/// <summary>
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/// Host buffer handle.
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/// </summary>
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public BufferHandle Handle { get; }
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/// <summary>
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/// Range of memory where the data is located.
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/// </summary>
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public MultiRange Range { get; }
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/// <summary>
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/// Creates a new instance of the buffer.
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/// </summary>
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/// <param name="context">GPU context that the buffer belongs to</param>
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/// <param name="range">Range of memory where the data is mapped</param>
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/// <param name="storages">Backing memory for the buffers</param>
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public MultiRangeBuffer(GpuContext context, MultiRange range, ReadOnlySpan<BufferRange> storages)
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{
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_context = context;
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Range = range;
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Handle = context.Renderer.CreateBufferSparse(storages);
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}
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/// <summary>
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/// Gets a sub-range from the buffer.
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/// </summary>
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/// <remarks>
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/// This can be used to bind and use sub-ranges of the buffer on the host API.
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/// </remarks>
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/// <param name="range">Range of memory where the data is mapped</param>
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/// <returns>The buffer sub-range</returns>
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public BufferRange GetRange(MultiRange range)
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{
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int offset = Range.FindOffset(range);
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return new BufferRange(Handle, offset, (int)range.GetSize());
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}
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/// <summary>
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/// Disposes the host buffer.
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/// </summary>
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public void Dispose()
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{
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_context.Renderer.DeleteBuffer(Handle);
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}
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}
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}
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