* 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
31 lines
1.1 KiB
C#
31 lines
1.1 KiB
C#
namespace Ryujinx.Graphics.GAL.Multithreading.Commands.Renderer
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{
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struct CreateBufferCommand : IGALCommand, IGALCommand<CreateBufferCommand>
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{
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public readonly CommandType CommandType => CommandType.CreateBuffer;
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private BufferHandle _threadedHandle;
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private int _size;
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private BufferAccess _access;
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private BufferHandle _storageHint;
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public void Set(BufferHandle threadedHandle, int size, BufferAccess access, BufferHandle storageHint)
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{
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_threadedHandle = threadedHandle;
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_size = size;
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_access = access;
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_storageHint = storageHint;
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}
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public static void Run(ref CreateBufferCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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BufferHandle hint = BufferHandle.Null;
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if (command._storageHint != BufferHandle.Null)
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{
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hint = threaded.Buffers.MapBuffer(command._storageHint);
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}
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threaded.Buffers.AssignBuffer(command._threadedHandle, renderer.CreateBuffer(command._size, command._access, hint));
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}
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}
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}
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