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