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Use resource size rather than allocation size for staging buffer size
As per VMA docs: 'Allocation size returned in this variable may be greater than the size requested for the resource e.g. as VkBufferCreateInfo::size. Whole size of the allocation is accessible for operations on memory e.g. using a pointer after mapping with vmaMapMemory(), but operations on the resource e.g. using vkCmdCopyBuffer must be limited to the size of the resource.'
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@ -92,7 +92,7 @@ namespace skyline::gpu::memory {
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VmaAllocationInfo allocationInfo;
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VmaAllocationInfo allocationInfo;
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ThrowOnFail(vmaCreateBuffer(vmaAllocator, &static_cast<const VkBufferCreateInfo &>(bufferCreateInfo), &allocationCreateInfo, &buffer, &allocation, &allocationInfo));
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ThrowOnFail(vmaCreateBuffer(vmaAllocator, &static_cast<const VkBufferCreateInfo &>(bufferCreateInfo), &allocationCreateInfo, &buffer, &allocation, &allocationInfo));
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return std::make_shared<memory::StagingBuffer>(reinterpret_cast<u8 *>(allocationInfo.pMappedData), allocationInfo.size, vmaAllocator, buffer, allocation);
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return std::make_shared<memory::StagingBuffer>(reinterpret_cast<u8 *>(allocationInfo.pMappedData), size, vmaAllocator, buffer, allocation);
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}
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}
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Buffer MemoryManager::AllocateBuffer(vk::DeviceSize size) {
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Buffer MemoryManager::AllocateBuffer(vk::DeviceSize size) {
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