gpu: Rewrite virtual memory manager using PageTable.
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241563d15c
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22d3dfbcd4
13 changed files with 497 additions and 228 deletions
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@ -46,7 +46,7 @@ void KeplerMemory::ProcessData(u32 data) {
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// contain a dirty surface that will have to be written back to memory.
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const GPUVAddr address{regs.dest.Address() + state.write_offset * sizeof(u32)};
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rasterizer.InvalidateRegion(ToCacheAddr(memory_manager.GetPointer(address)), sizeof(u32));
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memory_manager.Write32(address, data);
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memory_manager.Write<u32>(address, data);
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system.GPU().Maxwell3D().dirty_flags.OnMemoryWrite();
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@ -307,7 +307,7 @@ void Maxwell3D::ProcessQueryGet() {
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// Write the current query sequence to the sequence address.
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// TODO(Subv): Find out what happens if you use a long query type but mark it as a short
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// query.
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memory_manager.Write32(sequence_address, sequence);
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memory_manager.Write<u32>(sequence_address, sequence);
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} else {
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// Write the 128-bit result structure in long mode. Note: We emulate an infinitely fast
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// GPU, this command may actually take a while to complete in real hardware due to GPU
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@ -395,7 +395,7 @@ void Maxwell3D::ProcessCBData(u32 value) {
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u8* ptr{memory_manager.GetPointer(address)};
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rasterizer.InvalidateRegion(ToCacheAddr(ptr), sizeof(u32));
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memory_manager.Write32(address, value);
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memory_manager.Write<u32>(address, value);
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dirty_flags.OnMemoryWrite();
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@ -447,7 +447,7 @@ std::vector<Texture::FullTextureInfo> Maxwell3D::GetStageTextures(Regs::ShaderSt
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for (GPUVAddr current_texture = tex_info_buffer.address + TextureInfoOffset;
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current_texture < tex_info_buffer_end; current_texture += sizeof(Texture::TextureHandle)) {
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const Texture::TextureHandle tex_handle{memory_manager.Read32(current_texture)};
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const Texture::TextureHandle tex_handle{memory_manager.Read<u32>(current_texture)};
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Texture::FullTextureInfo tex_info{};
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// TODO(Subv): Use the shader to determine which textures are actually accessed.
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@ -482,7 +482,7 @@ Texture::FullTextureInfo Maxwell3D::GetStageTexture(Regs::ShaderStage stage,
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ASSERT(tex_info_address < tex_info_buffer.address + tex_info_buffer.size);
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const Texture::TextureHandle tex_handle{memory_manager.Read32(tex_info_address)};
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const Texture::TextureHandle tex_handle{memory_manager.Read<u32>(tex_info_address)};
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Texture::FullTextureInfo tex_info{};
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tex_info.index = static_cast<u32>(offset);
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