Query Cache: Use VAddr instead of physical memory for adressing.

This commit is contained in:
Fernando Sahmkow 2020-04-05 18:39:24 -04:00
parent 7fcd0fee6d
commit 3dd5c07454
3 changed files with 22 additions and 23 deletions

View file

@ -661,10 +661,9 @@ void RasterizerOpenGL::FlushRegion(VAddr addr, u64 size) {
if (!addr || !size) {
return;
}
CacheAddr cache_addr = ToCacheAddr(system.Memory().GetPointer(addr));
texture_cache.FlushRegion(addr, size);
buffer_cache.FlushRegion(addr, size);
query_cache.FlushRegion(cache_addr, size);
query_cache.FlushRegion(addr, size);
}
void RasterizerOpenGL::InvalidateRegion(VAddr addr, u64 size) {
@ -676,7 +675,7 @@ void RasterizerOpenGL::InvalidateRegion(VAddr addr, u64 size) {
texture_cache.InvalidateRegion(addr, size);
shader_cache.InvalidateRegion(cache_addr, size);
buffer_cache.InvalidateRegion(addr, size);
query_cache.InvalidateRegion(cache_addr, size);
query_cache.InvalidateRegion(addr, size);
}
void RasterizerOpenGL::FlushAndInvalidateRegion(VAddr addr, u64 size) {