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video_core: memory_manager: Flush/invalidate asynchronously on Unmap.
- Minor perf improvement.
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@ -9,6 +9,7 @@
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#include "core/hle/kernel/process.h"
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#include "core/hle/kernel/vm_manager.h"
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#include "core/memory.h"
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#include "video_core/gpu.h"
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#include "video_core/memory_manager.h"
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#include "video_core/rasterizer_interface.h"
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@ -84,7 +85,9 @@ GPUVAddr MemoryManager::UnmapBuffer(GPUVAddr gpu_addr, u64 size) {
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const auto cpu_addr = GpuToCpuAddress(gpu_addr);
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ASSERT(cpu_addr);
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rasterizer.FlushAndInvalidateRegion(cache_addr, aligned_size);
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// Flush and invalidate through the GPU interface, to be asynchronous if possible.
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system.GPU().FlushAndInvalidateRegion(cache_addr, aligned_size);
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UnmapRange(gpu_addr, aligned_size);
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ASSERT(system.CurrentProcess()
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->VMManager()
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@ -242,6 +245,8 @@ void MemoryManager::ReadBlock(GPUVAddr src_addr, void* dest_buffer, const std::s
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switch (page_table.attributes[page_index]) {
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case Common::PageType::Memory: {
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const u8* src_ptr{page_table.pointers[page_index] + page_offset};
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// Flush must happen on the rasterizer interface, such that memory is always synchronous
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// when it is read (even when in asynchronous GPU mode). Fixes Dead Cells title menu.
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rasterizer.FlushRegion(ToCacheAddr(src_ptr), copy_amount);
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std::memcpy(dest_buffer, src_ptr, copy_amount);
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break;
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@ -292,6 +297,8 @@ void MemoryManager::WriteBlock(GPUVAddr dest_addr, const void* src_buffer, const
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switch (page_table.attributes[page_index]) {
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case Common::PageType::Memory: {
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u8* dest_ptr{page_table.pointers[page_index] + page_offset};
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// Invalidate must happen on the rasterizer interface, such that memory is always
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// synchronous when it is written (even when in asynchronous GPU mode).
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rasterizer.InvalidateRegion(ToCacheAddr(dest_ptr), copy_amount);
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std::memcpy(dest_ptr, src_buffer, copy_amount);
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break;
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@ -339,6 +346,8 @@ void MemoryManager::CopyBlock(GPUVAddr dest_addr, GPUVAddr src_addr, const std::
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switch (page_table.attributes[page_index]) {
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case Common::PageType::Memory: {
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// Flush must happen on the rasterizer interface, such that memory is always synchronous
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// when it is copied (even when in asynchronous GPU mode).
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const u8* src_ptr{page_table.pointers[page_index] + page_offset};
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rasterizer.FlushRegion(ToCacheAddr(src_ptr), copy_amount);
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WriteBlock(dest_addr, src_ptr, copy_amount);
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