Ryujinx/src/Ryujinx.Graphics.Gpu/Memory/MultiRangeBuffer.cs
gdkchan 1df6c07f78
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
2023-12-04 20:30:19 +01:00

61 lines
1.9 KiB
C#

using Ryujinx.Graphics.GAL;
using Ryujinx.Memory.Range;
using System;
namespace Ryujinx.Graphics.Gpu.Memory
{
/// <summary>
/// Buffer, used to store vertex and index data, uniform and storage buffers, and others.
/// </summary>
class MultiRangeBuffer : IMultiRangeItem, IDisposable
{
private readonly GpuContext _context;
/// <summary>
/// Host buffer handle.
/// </summary>
public BufferHandle Handle { get; }
/// <summary>
/// Range of memory where the data is located.
/// </summary>
public MultiRange Range { get; }
/// <summary>
/// Creates a new instance of the buffer.
/// </summary>
/// <param name="context">GPU context that the buffer belongs to</param>
/// <param name="range">Range of memory where the data is mapped</param>
/// <param name="storages">Backing memory for the buffers</param>
public MultiRangeBuffer(GpuContext context, MultiRange range, ReadOnlySpan<BufferRange> storages)
{
_context = context;
Range = range;
Handle = context.Renderer.CreateBufferSparse(storages);
}
/// <summary>
/// Gets a sub-range from the buffer.
/// </summary>
/// <remarks>
/// This can be used to bind and use sub-ranges of the buffer on the host API.
/// </remarks>
/// <param name="range">Range of memory where the data is mapped</param>
/// <returns>The buffer sub-range</returns>
public BufferRange GetRange(MultiRange range)
{
int offset = Range.FindOffset(range);
return new BufferRange(Handle, offset, (int)range.GetSize());
}
/// <summary>
/// Disposes the host buffer.
/// </summary>
public void Dispose()
{
_context.Renderer.DeleteBuffer(Handle);
}
}
}