GPU: Avoid using garbage size for non-cb0 storage buffers (#4999)
* GPU: Avoid using garbage size for non-cb0 storage buffers In the depths area, Tears of the Kingdom uses a global memory access with address on constant buffer slot 6. This isn't standard and thus doesn't actually have a size 8 bytes after it, so we were reading back a garbage size that ended up very large (at least in version 1.1.0), and would synchronize a lot of data per frame. This PR makes storage buffers created from addresses outside constant buffer slot 0 get their size as the number of bytes remaining in the GPU mapping starting at the given virtual address. This should bound the buffer to a reasonable size, and ideally stop it crossing into other memory. * Limit max size * Add TODO * Feedback
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@ -23,6 +23,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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public const int PrimitiveRestartStateIndex = 12;
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public const int RenderTargetStateIndex = 27;
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private const ulong MaxUnknownStorageSize = 0x100000;
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private readonly GpuContext _context;
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private readonly GpuChannel _channel;
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private readonly DeviceStateWithShadow<ThreedClassState> _state;
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@ -356,7 +358,19 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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SbDescriptor sbDescriptor = _channel.MemoryManager.Physical.Read<SbDescriptor>(sbDescAddress);
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_channel.BufferManager.SetGraphicsStorageBuffer(stage, sb.Slot, sbDescriptor.PackAddress(), (uint)sbDescriptor.Size, sb.Flags);
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uint size;
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if (sb.SbCbSlot == 0)
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{
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// Only trust the SbDescriptor size if it comes from slot 0.
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size = (uint)sbDescriptor.Size;
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}
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else
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{
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// TODO: Use full mapped size and somehow speed up buffer sync.
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size = (uint)_channel.MemoryManager.GetMappedSize(sbDescriptor.PackAddress(), MaxUnknownStorageSize);
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}
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_channel.BufferManager.SetGraphicsStorageBuffer(stage, sb.Slot, sbDescriptor.PackAddress(), size, sb.Flags);
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}
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}
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}
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@ -637,6 +637,33 @@ namespace Ryujinx.Graphics.Gpu.Memory
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return UnpackPaFromPte(pte) + (va & PageMask);
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}
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/// <summary>
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/// Translates a GPU virtual address and returns the number of bytes that are mapped after it.
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/// </summary>
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/// <param name="va">GPU virtual address to be translated</param>
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/// <param name="maxSize">Maximum size in bytes to scan</param>
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/// <returns>Number of bytes, 0 if unmapped</returns>
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public ulong GetMappedSize(ulong va, ulong maxSize)
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{
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if (!ValidateAddress(va))
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{
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return 0;
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}
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ulong startVa = va;
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ulong endVa = va + maxSize;
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ulong pte = GetPte(va);
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while (pte != PteUnmapped && va < endVa)
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{
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va += PageSize - (va & PageMask);
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pte = GetPte(va);
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}
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return Math.Min(maxSize, va - startVa);
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}
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/// <summary>
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/// Gets the kind of a given memory page.
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/// This might indicate the type of resource that can be allocated on the page, and also texture tiling.
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