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author | Fernando Sahmkow <fsahmkow27@gmail.com> | 2021-07-07 15:11:15 +0200 |
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committer | Fernando Sahmkow <fsahmkow27@gmail.com> | 2021-07-09 22:20:36 +0200 |
commit | 73638ca593fde989b069073db3d8a5a48203565b (patch) | |
tree | 946aa21fa07e10fd5f290112b401429eda298705 /src/video_core/buffer_cache | |
parent | Fence Manager: Add fences on Reference Count. (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/video_core/buffer_cache/buffer_cache.h | 18 |
1 files changed, 4 insertions, 14 deletions
diff --git a/src/video_core/buffer_cache/buffer_cache.h b/src/video_core/buffer_cache/buffer_cache.h index 3faa7e0d0..2bd86f215 100644 --- a/src/video_core/buffer_cache/buffer_cache.h +++ b/src/video_core/buffer_cache/buffer_cache.h @@ -586,9 +586,6 @@ void BufferCache<P>::CommitAsyncFlushesHigh() { cpu_addr_base += u64(std::max<s64>(difference2, 0)); const u64 new_size = cpu_addr_end2 - cpu_addr_base; const u64 new_offset = cpu_addr_base - buffer.CpuAddr(); - if (IsRegionCpuModified(cpu_addr_base, new_size)) { - return; - } downloads.push_back({ BufferCopy{ .src_offset = new_offset, @@ -601,11 +598,11 @@ void BufferCache<P>::CommitAsyncFlushesHigh() { largest_copy = std::max(largest_copy, new_size); constexpr u64 align_mask = ~(32ULL - 1); const VAddr align_up_address = (cpu_addr_base + 31) & align_mask; - const u64 difference = align_up_address - cpu_addr_base; - if (difference > new_size) { + const u64 difference_base = align_up_address - cpu_addr_base; + if (difference_base > new_size) { return; } - const u64 fixed_size = new_size - difference; + const u64 fixed_size = new_size - difference_base; buffer.UnmarkRegionAsGpuModified(align_up_address, fixed_size & align_mask); }); }); @@ -1384,16 +1381,9 @@ typename BufferCache<P>::Binding BufferCache<P>::StorageBufferBinding(GPUVAddr s if (!cpu_addr || size == 0) { return NULL_BINDING; } - // HACK(Rodrigo): This is the number of bytes bound in host beyond the guest API's range. - // It exists due to some games like Astral Chain operate out of bounds. - // Binding the whole map range would be technically correct, but games have large maps that make - // this approach unaffordable for now. - static constexpr u32 arbitrary_extra_bytes = 0xc000; - const u32 bytes_to_map_end = - std::max(size, static_cast<u32>(gpu_memory.BytesToMapEnd(gpu_addr))); const Binding binding{ .cpu_addr = *cpu_addr, - .size = std::min(size + arbitrary_extra_bytes, bytes_to_map_end), + .size = size, .buffer_id = BufferId{}, }; return binding; |