More flexible memory manager (#307)

* Keep track mapped buffers with fixed offsets

* Started rewriting the memory manager

* Initial support for MapPhysicalMemory and UnmapPhysicalMemory, other tweaks

* MapPhysicalMemory/UnmapPhysicalMemory support, other tweaks

* Rebased

* Optimize the map/unmap physical memory svcs

* Integrate shared font support

* Fix address space reserve alignment

* Some fixes related to gpu memory mapping

* Some cleanup

* Only try uploading const buffers that are really used

* Check if memory region is contiguous

* Rebased

* Add missing count increment on IsRegionModified

* Check for reads/writes outside of the address space, optimize translation with a tail call
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gdkchan 2018-08-15 15:59:51 -03:00 committed by GitHub
parent 76d95dee05
commit c393cdf8e3
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64 changed files with 3289 additions and 1852 deletions

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@ -1,6 +1,7 @@
using OpenTK.Graphics.OpenGL;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Ryujinx.Graphics.Gal.OpenGL
{
@ -23,19 +24,19 @@ namespace Ryujinx.Graphics.Gal.OpenGL
public string Code { get; private set; }
public IEnumerable<ShaderDeclInfo> TextureUsage { get; private set; }
public IEnumerable<ShaderDeclInfo> UniformUsage { get; private set; }
public IEnumerable<ShaderDeclInfo> ConstBufferUsage { get; private set; }
public IEnumerable<ShaderDeclInfo> TextureUsage { get; private set; }
public OGLShaderStage(
GalShaderType Type,
string Code,
IEnumerable<ShaderDeclInfo> TextureUsage,
IEnumerable<ShaderDeclInfo> UniformUsage)
GalShaderType Type,
string Code,
IEnumerable<ShaderDeclInfo> ConstBufferUsage,
IEnumerable<ShaderDeclInfo> TextureUsage)
{
this.Type = Type;
this.Code = Code;
this.TextureUsage = TextureUsage;
this.UniformUsage = UniformUsage;
this.Type = Type;
this.Code = Code;
this.ConstBufferUsage = ConstBufferUsage;
this.TextureUsage = TextureUsage;
}
public void Compile()