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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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@ -6,6 +6,7 @@ using Ryujinx.Graphics.Gpu.Engine.InlineToMemory;
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using Ryujinx.Graphics.Gpu.Engine.Threed.Blender;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using Ryujinx.Graphics.Gpu.Synchronization;
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using Ryujinx.Memory.Range;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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@ -803,22 +804,22 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// Performs a indirect draw, with parameters from a GPU buffer.
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/// </summary>
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/// <param name="topology">Primitive topology</param>
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/// <param name="indirectBufferAddress">Address of the buffer with the draw parameters, such as count, first index, etc</param>
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/// <param name="parameterBufferAddress">Address of the buffer with the draw count</param>
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/// <param name="indirectBufferRange">Memory range of the buffer with the draw parameters, such as count, first index, etc</param>
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/// <param name="parameterBufferRange">Memory range of the buffer with the draw count</param>
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/// <param name="maxDrawCount">Maximum number of draws that can be made</param>
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/// <param name="stride">Distance in bytes between each entry on the data pointed to by <paramref name="indirectBufferAddress"/></param>
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/// <param name="stride">Distance in bytes between each entry on the data pointed to by <paramref name="indirectBufferRange"/></param>
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/// <param name="indexCount">Maximum number of indices that the draw can consume</param>
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/// <param name="drawType">Type of the indirect draw, which can be indexed or non-indexed, with or without a draw count</param>
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public void DrawIndirect(
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PrimitiveTopology topology,
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ulong indirectBufferAddress,
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ulong parameterBufferAddress,
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MultiRange indirectBufferRange,
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MultiRange parameterBufferRange,
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int maxDrawCount,
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int stride,
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int indexCount,
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IndirectDrawType drawType)
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{
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_drawManager.DrawIndirect(this, topology, indirectBufferAddress, parameterBufferAddress, maxDrawCount, stride, indexCount, drawType);
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_drawManager.DrawIndirect(this, topology, indirectBufferRange, parameterBufferRange, maxDrawCount, stride, indexCount, drawType);
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}
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/// <summary>
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