Clamp vertex buffer size to mapped size if too high (#6272)
* Clamp vertex buffer size to mapped size if too high * Update comment
This commit is contained in:
parent
628d092fc6
commit
8bb7a3fc97
1 changed files with 11 additions and 0 deletions
|
@ -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
|
||||
{
|
||||
|
|
Reference in a new issue