GPU: Setup Flush/Invalidate to use VAddr instead of CacheAddr

This commit is contained in:
Fernando Sahmkow
2020-04-05 12:58:23 -04:00
parent 588a20be3f
commit 9c0f40a1f5
14 changed files with 77 additions and 67 deletions

View File

@ -81,12 +81,11 @@ GPUVAddr MemoryManager::UnmapBuffer(GPUVAddr gpu_addr, u64 size) {
ASSERT((gpu_addr & page_mask) == 0);
const u64 aligned_size{Common::AlignUp(size, page_size)};
const CacheAddr cache_addr{ToCacheAddr(GetPointer(gpu_addr))};
const auto cpu_addr = GpuToCpuAddress(gpu_addr);
ASSERT(cpu_addr);
// Flush and invalidate through the GPU interface, to be asynchronous if possible.
system.GPU().FlushAndInvalidateRegion(cache_addr, aligned_size);
system.GPU().FlushAndInvalidateRegion(*cpu_addr, aligned_size);
UnmapRange(gpu_addr, aligned_size);
ASSERT(system.CurrentProcess()
@ -247,7 +246,7 @@ void MemoryManager::ReadBlock(GPUVAddr src_addr, void* dest_buffer, const std::s
const u8* src_ptr{page_table.pointers[page_index] + page_offset};
// Flush must happen on the rasterizer interface, such that memory is always synchronous
// when it is read (even when in asynchronous GPU mode). Fixes Dead Cells title menu.
rasterizer.FlushRegion(ToCacheAddr(src_ptr), copy_amount);
rasterizer.FlushRegion(page_table.backing_addr[page_index] + page_offset, copy_amount);
std::memcpy(dest_buffer, src_ptr, copy_amount);
break;
}
@ -299,7 +298,8 @@ void MemoryManager::WriteBlock(GPUVAddr dest_addr, const void* src_buffer, const
u8* dest_ptr{page_table.pointers[page_index] + page_offset};
// Invalidate must happen on the rasterizer interface, such that memory is always
// synchronous when it is written (even when in asynchronous GPU mode).
rasterizer.InvalidateRegion(ToCacheAddr(dest_ptr), copy_amount);
rasterizer.InvalidateRegion(page_table.backing_addr[page_index] + page_offset,
copy_amount);
std::memcpy(dest_ptr, src_buffer, copy_amount);
break;
}
@ -349,7 +349,7 @@ void MemoryManager::CopyBlock(GPUVAddr dest_addr, GPUVAddr src_addr, const std::
// Flush must happen on the rasterizer interface, such that memory is always synchronous
// when it is copied (even when in asynchronous GPU mode).
const u8* src_ptr{page_table.pointers[page_index] + page_offset};
rasterizer.FlushRegion(ToCacheAddr(src_ptr), copy_amount);
rasterizer.FlushRegion(page_table.backing_addr[page_index] + page_offset, copy_amount);
WriteBlock(dest_addr, src_ptr, copy_amount);
break;
}