RsxVram.h file
Namespaces
- namespace nCine
- Root namespace of nCine game engine.
- namespace nCine::RHI
- Render Hardware Interface — compile-time-selectable graphics backend abstraction.
- namespace nCine::RHI::RSX
- PlayStation 3 backend driving the RSX through libgcm natively, selected by
WITH_RHI_RSX. - namespace nCine::RHI::RSX::RsxVram
- Suballocator for the two address windows the RSX reads — local GDDR3 and mapped main memory.
Classes
- struct nCine::RHI::RSX::RsxVram::Block
- A GPU-visible allocation: its CPU-side base address and the offset the RSX addresses it by.
Enums
Functions
-
auto Initialize(void* mainHeapBase,
std::
uint32_t mainHeapSize) -> bool - Brings up the main-memory heap.
- void Shutdown()
- Releases the main-memory heap (the RSX heap belongs to the context and goes with it).
-
auto Alloc(std::
uint32_t size, std:: uint32_t alignment, Location where) -> Block - Allocates GPU-visible memory.
-
auto AllocSurface(std::
uint32_t width, std:: uint32_t height, std:: uint32_t bytesPerPixel, std:: uint32_t& pitchOut) -> Block - Allocates a render-target or display surface in local memory.
-
auto AllocFragmentProgram(std::
uint32_t size) -> Block - Allocates storage for fragment program microcode.
- void Free(Block& block)
- Releases a block obtained from any of the allocators above and invalidates it.
-
auto GetLocalAllocatedBytes() -> std::
uint32_t - Returns the number of bytes currently reserved in local memory (for the memory report).
-
auto GetMainAllocatedBytes() -> std::
uint32_t - Returns the number of bytes currently reserved in main memory (for the memory report).