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memory_manager: Do not MapBufferEx over already in use memory.
- This fixes rendering when changing areas in Super Mario Odyssey.
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@ -34,15 +34,15 @@ public:
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static constexpr u64 PAGE_MASK = PAGE_SIZE - 1;
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private:
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std::optional<GPUVAddr> FindFreeBlock(u64 size, u64 align = 1);
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bool IsPageMapped(GPUVAddr gpu_addr);
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VAddr& PageSlot(GPUVAddr gpu_addr);
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enum class PageStatus : u64 {
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Unmapped = 0xFFFFFFFFFFFFFFFFULL,
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Allocated = 0xFFFFFFFFFFFFFFFEULL,
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};
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std::optional<GPUVAddr> FindFreeBlock(GPUVAddr region_start, u64 size, u64 align,
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PageStatus status);
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VAddr& PageSlot(GPUVAddr gpu_addr);
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static constexpr u64 MAX_ADDRESS{0x10000000000ULL};
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static constexpr u64 PAGE_TABLE_BITS{10};
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static constexpr u64 PAGE_TABLE_SIZE{1 << PAGE_TABLE_BITS};
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