9f1cf6458c
* Initial implementation of migration between memory heaps - Missing OOM handling - Missing `_map` data safety when remapping - Copy may not have completed yet (needs some kind of fence) - Map may be unmapped before it is done being used. (needs scoped access) - SSBO accesses are all "writes" - maybe pass info in another way. - Missing keeping map type when resizing buffers (should this be done?) * Ensure migrated data is in place before flushing. * Fix issue where old waitable would be signalled. - There is a real issue where existing Auto<> references need to be replaced. * Swap bound Auto<> instances when swapping buffer backing * Fix conversion buffers * Don't try move buffers if the host has shared memory. * Make GPU methods return PinnedSpan with scope * Storage Hint * Fix stupidity * Fix rebase * Tweak rules Attempt to sidestep BOTW slowdown * Remove line * Migrate only when command buffers flush * Change backing swap log to debug * Address some feedback * Disallow backing swap when the flush lock is held by the current thread * Make PinnedSpan from ReadOnlySpan explicitly unsafe * Fix some small issues - Index buffer swap fixed - Allocate DeviceLocal buffers using a separate block list to images. * Remove alternative flags * Address feedback
29 lines
1 KiB
C#
29 lines
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 CommandType CommandType => CommandType.CreateBuffer;
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private BufferHandle _threadedHandle;
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private int _size;
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private BufferHandle _storageHint;
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public void Set(BufferHandle threadedHandle, int size, BufferHandle storageHint)
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{
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_threadedHandle = threadedHandle;
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_size = size;
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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, hint));
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}
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}
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}
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