Query Cache: Use VAddr instead of physical memory for adressing.
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7fcd0fee6d
commit
3dd5c07454
3 changed files with 22 additions and 23 deletions
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@ -661,10 +661,9 @@ void RasterizerOpenGL::FlushRegion(VAddr addr, u64 size) {
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if (!addr || !size) {
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return;
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}
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CacheAddr cache_addr = ToCacheAddr(system.Memory().GetPointer(addr));
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texture_cache.FlushRegion(addr, size);
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buffer_cache.FlushRegion(addr, size);
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query_cache.FlushRegion(cache_addr, size);
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query_cache.FlushRegion(addr, size);
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}
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void RasterizerOpenGL::InvalidateRegion(VAddr addr, u64 size) {
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@ -676,7 +675,7 @@ void RasterizerOpenGL::InvalidateRegion(VAddr addr, u64 size) {
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texture_cache.InvalidateRegion(addr, size);
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shader_cache.InvalidateRegion(cache_addr, size);
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buffer_cache.InvalidateRegion(addr, size);
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query_cache.InvalidateRegion(cache_addr, size);
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query_cache.InvalidateRegion(addr, size);
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}
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void RasterizerOpenGL::FlushAndInvalidateRegion(VAddr addr, u64 size) {
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