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Match texture if the physical range is the same (#1934)

* Match texture if the physical range is the same

* XML docs and comments
This commit is contained in:
gdkchan 2021-01-23 09:38:00 -03:00 committed by GitHub
parent 6982282cc8
commit f565b0e5a6
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 53 additions and 6 deletions

View file

@ -685,14 +685,28 @@ namespace Ryujinx.Graphics.Gpu.Image
{
Texture overlap = _textureOverlaps[index];
bool rangeMatches = range != null ? overlap.Range.Equals(range.Value) : overlap.Info.GpuAddress == info.GpuAddress;
if (!rangeMatches)
{
continue;
}
TextureMatchQuality matchQuality = overlap.IsExactMatch(info, flags);
if (matchQuality != TextureMatchQuality.NoMatch)
{
// If the parameters match, we need to make sure the texture is mapped to the same memory regions.
// If a range of memory was supplied, just check if the ranges match.
if (range != null && !overlap.Range.Equals(range.Value))
{
continue;
}
// If no range was supplied, we can check if the GPU virtual address match. If they do,
// we know the textures are located at the same memory region.
// If they don't, it may still be mapped to the same physical region, so we
// do a more expensive check to tell if they are mapped into the same physical regions.
if (overlap.Info.GpuAddress != info.GpuAddress && !_context.MemoryManager.CompareRange(overlap.Range, info.GpuAddress))
{
continue;
}
}
if (matchQuality == TextureMatchQuality.Perfect)
{
texture = overlap;

View file

@ -343,6 +343,39 @@ namespace Ryujinx.Graphics.Gpu.Memory
return new MultiRange(regions.ToArray());
}
/// <summary>
/// Checks if a given GPU virtual memory range is mapped to the same physical regions
/// as the specified physical memory multi-range.
/// </summary>
/// <param name="range">Physical memory multi-range</param>
/// <param name="va">GPU virtual memory address</param>
/// <returns>True if the virtual memory region is mapped into the specified physical one, false otherwise</returns>
public bool CompareRange(MultiRange range, ulong va)
{
va &= ~PageMask;
for (int i = 0; i < range.Count; i++)
{
MemoryRange currentRange = range.GetSubRange(i);
ulong address = currentRange.Address & ~PageMask;
ulong endAddress = (currentRange.EndAddress + PageMask) & ~PageMask;
while (address < endAddress)
{
if (Translate(va) != address)
{
return false;
}
va += PageSize;
address += PageSize;
}
}
return true;
}
/// <summary>
/// Validates a GPU virtual address.
/// </summary>