From 8bb7a3fc977db964b33645166e733b4b29259cb9 Mon Sep 17 00:00:00 2001 From: gdkchan Date: Thu, 8 Feb 2024 14:27:12 -0300 Subject: [PATCH] Clamp vertex buffer size to mapped size if too high (#6272) * Clamp vertex buffer size to mapped size if too high * Update comment --- .../Engine/Threed/StateUpdater.cs | 11 +++++++++++ 1 file changed, 11 insertions(+) diff --git a/src/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs b/src/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs index 2b65b4560..6b4ea89f3 100644 --- a/src/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs +++ b/src/Ryujinx.Graphics.Gpu/Engine/Threed/StateUpdater.cs @@ -26,6 +26,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed public const int PrimitiveRestartStateIndex = 12; public const int RenderTargetStateIndex = 27; + // Vertex buffers larger than this size will be clamped to the mapped size. + private const ulong VertexBufferSizeToMappedSizeThreshold = 256 * 1024 * 1024; // 256 MB + private readonly GpuContext _context; private readonly GpuChannel _channel; private readonly DeviceStateWithShadow _state; @@ -1144,6 +1147,14 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed size = Math.Min(size, maxVertexBufferSize); } + else if (size > VertexBufferSizeToMappedSizeThreshold) + { + // Make sure we have a sane vertex buffer size, since in some cases applications + // might set the "end address" of the vertex buffer to the end of the GPU address space, + // which would result in a several GBs large buffer. + + size = _channel.MemoryManager.GetMappedSize(address, size); + } } else {