Match texture if the physical range is the same (#1934)
* Match texture if the physical range is the same * XML docs and comments
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2 changed files with 53 additions and 6 deletions
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@ -685,13 +685,27 @@ namespace Ryujinx.Graphics.Gpu.Image
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{
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{
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Texture overlap = _textureOverlaps[index];
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Texture overlap = _textureOverlaps[index];
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bool rangeMatches = range != null ? overlap.Range.Equals(range.Value) : overlap.Info.GpuAddress == info.GpuAddress;
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TextureMatchQuality matchQuality = overlap.IsExactMatch(info, flags);
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if (!rangeMatches)
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if (matchQuality != TextureMatchQuality.NoMatch)
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{
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// If the parameters match, we need to make sure the texture is mapped to the same memory regions.
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// If a range of memory was supplied, just check if the ranges match.
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if (range != null && !overlap.Range.Equals(range.Value))
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{
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{
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continue;
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continue;
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}
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}
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TextureMatchQuality matchQuality = overlap.IsExactMatch(info, flags);
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// If no range was supplied, we can check if the GPU virtual address match. If they do,
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// we know the textures are located at the same memory region.
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// If they don't, it may still be mapped to the same physical region, so we
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// do a more expensive check to tell if they are mapped into the same physical regions.
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if (overlap.Info.GpuAddress != info.GpuAddress && !_context.MemoryManager.CompareRange(overlap.Range, info.GpuAddress))
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{
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continue;
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}
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}
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if (matchQuality == TextureMatchQuality.Perfect)
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if (matchQuality == TextureMatchQuality.Perfect)
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{
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{
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@ -343,6 +343,39 @@ namespace Ryujinx.Graphics.Gpu.Memory
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return new MultiRange(regions.ToArray());
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return new MultiRange(regions.ToArray());
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}
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}
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/// <summary>
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/// Checks if a given GPU virtual memory range is mapped to the same physical regions
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/// as the specified physical memory multi-range.
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/// </summary>
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/// <param name="range">Physical memory multi-range</param>
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/// <param name="va">GPU virtual memory address</param>
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/// <returns>True if the virtual memory region is mapped into the specified physical one, false otherwise</returns>
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public bool CompareRange(MultiRange range, ulong va)
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{
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va &= ~PageMask;
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for (int i = 0; i < range.Count; i++)
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{
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MemoryRange currentRange = range.GetSubRange(i);
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ulong address = currentRange.Address & ~PageMask;
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ulong endAddress = (currentRange.EndAddress + PageMask) & ~PageMask;
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while (address < endAddress)
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{
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if (Translate(va) != address)
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{
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return false;
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}
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va += PageSize;
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address += PageSize;
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}
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}
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return true;
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}
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/// <summary>
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/// <summary>
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/// Validates a GPU virtual address.
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/// Validates a GPU virtual address.
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/// </summary>
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/// </summary>
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