memory_manager: Use GPUVAdddr, not PAddr, for GPU addresses.
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e8c2bb24b2
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9e11a76e92
7 changed files with 57 additions and 60 deletions
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@ -145,7 +145,7 @@ void Maxwell3D::ProcessQueryGet() {
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GPUVAddr sequence_address = regs.query.QueryAddress();
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// Since the sequence address is given as a GPU VAddr, we have to convert it to an application
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// VAddr before writing.
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VAddr address = memory_manager.PhysicalToVirtualAddress(sequence_address);
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VAddr address = memory_manager.GpuToCpuAddress(sequence_address);
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// TODO(Subv): Support the other query units.
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ASSERT_MSG(regs.query.query_get.unit == Regs::QueryUnit::Crop,
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@ -225,8 +225,7 @@ void Maxwell3D::ProcessCBData(u32 value) {
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// Don't allow writing past the end of the buffer.
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ASSERT(regs.const_buffer.cb_pos + sizeof(u32) <= regs.const_buffer.cb_size);
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VAddr address =
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memory_manager.PhysicalToVirtualAddress(buffer_address + regs.const_buffer.cb_pos);
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VAddr address = memory_manager.GpuToCpuAddress(buffer_address + regs.const_buffer.cb_pos);
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Memory::Write32(address, value);
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@ -238,7 +237,7 @@ Texture::TICEntry Maxwell3D::GetTICEntry(u32 tic_index) const {
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GPUVAddr tic_base_address = regs.tic.TICAddress();
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GPUVAddr tic_address_gpu = tic_base_address + tic_index * sizeof(Texture::TICEntry);
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VAddr tic_address_cpu = memory_manager.PhysicalToVirtualAddress(tic_address_gpu);
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VAddr tic_address_cpu = memory_manager.GpuToCpuAddress(tic_address_gpu);
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Texture::TICEntry tic_entry;
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Memory::ReadBlock(tic_address_cpu, &tic_entry, sizeof(Texture::TICEntry));
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@ -268,7 +267,7 @@ Texture::TSCEntry Maxwell3D::GetTSCEntry(u32 tsc_index) const {
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GPUVAddr tsc_base_address = regs.tsc.TSCAddress();
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GPUVAddr tsc_address_gpu = tsc_base_address + tsc_index * sizeof(Texture::TSCEntry);
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VAddr tsc_address_cpu = memory_manager.PhysicalToVirtualAddress(tsc_address_gpu);
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VAddr tsc_address_cpu = memory_manager.GpuToCpuAddress(tsc_address_gpu);
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Texture::TSCEntry tsc_entry;
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Memory::ReadBlock(tsc_address_cpu, &tsc_entry, sizeof(Texture::TSCEntry));
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@ -293,7 +292,7 @@ std::vector<Texture::FullTextureInfo> Maxwell3D::GetStageTextures(Regs::ShaderSt
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current_texture < tex_info_buffer_end; current_texture += sizeof(Texture::TextureHandle)) {
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Texture::TextureHandle tex_handle{
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Memory::Read32(memory_manager.PhysicalToVirtualAddress(current_texture))};
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Memory::Read32(memory_manager.GpuToCpuAddress(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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