R/Ryujinx.Graphics.Vulkan/MemoryAllocator.cs
2023-01-13 06:04:59 +00:00

84 lines
2.7 KiB
C#

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