示例#1
0
        /// <summary>
        /// Flushes a range of the buffer.
        /// This writes the range data back into guest memory.
        /// </summary>
        /// <param name="address">Start address of the range</param>
        /// <param name="size">Size in bytes of the range</param>
        public void Flush(ulong address, ulong size)
        {
            int offset = (int)(address - Address);

            ReadOnlySpan <byte> data = _context.Renderer.GetBufferData(Handle, offset, (int)size);

            // TODO: When write tracking shaders, they will need to be aware of changes in overlapping buffers.
            _physicalMemory.WriteUntracked(address, data);
        }
示例#2
0
        /// <summary>
        /// Write data to the MultiRange, without tracking.
        /// </summary>
        /// <param name="va">Offset address</param>
        /// <param name="data">Data to write</param>
        /// <exception cref="ArgumentException">Throw when a non-zero offset is given</exception>
        public void WriteUntracked(ulong va, ReadOnlySpan <byte> data)
        {
            if (va != 0)
            {
                throw new ArgumentException($"{nameof(va)} cannot be non-zero for {nameof(MultiRangeWritableBlock)}.");
            }

            _physicalMemory.WriteUntracked(_range, data);
        }