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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64 changed files with 3289 additions and 1852 deletions
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@ -1,6 +1,7 @@
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using OpenTK.Graphics.OpenGL;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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@ -23,19 +24,19 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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public string Code { get; private set; }
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public IEnumerable<ShaderDeclInfo> TextureUsage { get; private set; }
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public IEnumerable<ShaderDeclInfo> UniformUsage { get; private set; }
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public IEnumerable<ShaderDeclInfo> ConstBufferUsage { get; private set; }
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public IEnumerable<ShaderDeclInfo> TextureUsage { get; private set; }
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public OGLShaderStage(
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GalShaderType Type,
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string Code,
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IEnumerable<ShaderDeclInfo> TextureUsage,
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IEnumerable<ShaderDeclInfo> UniformUsage)
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GalShaderType Type,
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string Code,
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IEnumerable<ShaderDeclInfo> ConstBufferUsage,
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IEnumerable<ShaderDeclInfo> TextureUsage)
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{
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this.Type = Type;
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this.Code = Code;
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this.TextureUsage = TextureUsage;
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this.UniformUsage = UniformUsage;
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this.Type = Type;
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this.Code = Code;
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this.ConstBufferUsage = ConstBufferUsage;
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this.TextureUsage = TextureUsage;
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}
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public void Compile()
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