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https://github.com/ryujinx-mirror/ryujinx.git
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84 lines
2.7 KiB
C#
84 lines
2.7 KiB
C#
using Silk.NET.Vulkan;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Vulkan
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{
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class MemoryAllocator : IDisposable
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{
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private ulong MaxDeviceMemoryUsageEstimate = 16UL * 1024 * 1024 * 1024;
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private readonly Vk _api;
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private readonly Device _device;
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private readonly List<MemoryAllocatorBlockList> _blockLists;
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private int _blockAlignment;
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public MemoryAllocator(Vk api, Device device, uint maxMemoryAllocationCount)
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{
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_api = api;
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_device = device;
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_blockLists = new List<MemoryAllocatorBlockList>();
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_blockAlignment = (int)Math.Min(int.MaxValue, MaxDeviceMemoryUsageEstimate / (ulong)maxMemoryAllocationCount);
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}
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public MemoryAllocation AllocateDeviceMemory(
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PhysicalDevice physicalDevice,
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MemoryRequirements requirements,
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MemoryPropertyFlags flags = 0)
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{
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int memoryTypeIndex = FindSuitableMemoryTypeIndex(_api, physicalDevice, requirements.MemoryTypeBits, flags);
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if (memoryTypeIndex < 0)
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{
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return default;
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}
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bool map = flags.HasFlag(MemoryPropertyFlags.HostVisibleBit);
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return Allocate(memoryTypeIndex, requirements.Size, requirements.Alignment, map);
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}
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private MemoryAllocation Allocate(int memoryTypeIndex, ulong size, ulong alignment, bool map)
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{
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for (int i = 0; i < _blockLists.Count; i++)
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{
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var bl = _blockLists[i];
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if (bl.MemoryTypeIndex == memoryTypeIndex)
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{
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lock (bl)
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{
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return bl.Allocate(size, alignment, map);
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}
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}
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}
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var newBl = new MemoryAllocatorBlockList(_api, _device, memoryTypeIndex, _blockAlignment);
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_blockLists.Add(newBl);
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return newBl.Allocate(size, alignment, map);
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}
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private static int FindSuitableMemoryTypeIndex(Vk api, PhysicalDevice physicalDevice, uint memoryTypeBits, MemoryPropertyFlags flags)
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{
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api.GetPhysicalDeviceMemoryProperties(physicalDevice, out var properties);
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for (int i = 0; i < properties.MemoryTypeCount; i++)
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{
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var type = properties.MemoryTypes[i];
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if ((memoryTypeBits & (1 << i)) != 0 && type.PropertyFlags.HasFlag(flags))
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{
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return i;
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}
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}
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return -1;
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}
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public void Dispose()
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{
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for (int i = 0; i < _blockLists.Count; i++)
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{
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_blockLists[i].Dispose();
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}
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}
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}
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}
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