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Clamp vertex buffer size to mapped size if too high (#6272)

* Clamp vertex buffer size to mapped size if too high

* Update comment
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gdkchan 2024-02-08 14:27:12 -03:00 committed by GitHub
parent 628d092fc6
commit 8bb7a3fc97
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@ -26,6 +26,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
public const int PrimitiveRestartStateIndex = 12;
public const int RenderTargetStateIndex = 27;
// Vertex buffers larger than this size will be clamped to the mapped size.
private const ulong VertexBufferSizeToMappedSizeThreshold = 256 * 1024 * 1024; // 256 MB
private readonly GpuContext _context;
private readonly GpuChannel _channel;
private readonly DeviceStateWithShadow<ThreedClassState> _state;
@ -1144,6 +1147,14 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
size = Math.Min(size, maxVertexBufferSize);
}
else if (size > VertexBufferSizeToMappedSizeThreshold)
{
// Make sure we have a sane vertex buffer size, since in some cases applications
// might set the "end address" of the vertex buffer to the end of the GPU address space,
// which would result in a several GBs large buffer.
size = _channel.MemoryManager.GetMappedSize(address, size);
}
}
else
{