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Implement support for page sizes > 4KB (#4252)
* Implement support for page sizes > 4KB * Check and work around more alignment issues * Was not meant to change this * Use MemoryBlock.GetPageSize() value for signal handler code * Do not take the path for private allocations if host supports 4KB pages * Add Flags attribute on MemoryMapFlags * Fix dirty region size with 16kb pages Would accidentally report a size that was too high (generally 16k instead of 4k, uploading 4x as much data) Co-authored-by: riperiperi <rhy3756547@hotmail.com>
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@ -1420,6 +1420,14 @@ namespace Ryujinx.Graphics.Gpu.Image
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/// <param name="size">The size of the flushing memory access</param>
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public void FlushAction(TextureGroupHandle handle, ulong address, ulong size)
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{
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// If the page size is larger than 4KB, we will have a lot of false positives for flushing.
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// Let's avoid flushing textures that are unlikely to be read from CPU to improve performance
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// on those platforms.
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if (!_physicalMemory.Supports4KBPages && !Storage.Info.IsLinear && !_context.IsGpuThread())
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{
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return;
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}
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// There is a small gap here where the action is removed but _actionRegistered is still 1.
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// In this case it will skip registering the action, but here we are already handling it,
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// so there shouldn't be any issue as it's the same handler for all actions.
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@ -470,19 +470,16 @@ namespace Ryujinx.Graphics.Gpu.Memory
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return false;
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}
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if (address < Address)
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ulong maxAddress = Math.Max(address, Address);
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ulong minEndAddress = Math.Min(address + size, Address + Size);
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if (maxAddress >= minEndAddress)
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{
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address = Address;
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// Access doesn't overlap.
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return false;
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}
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ulong maxSize = Address + Size - address;
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if (size > maxSize)
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{
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size = maxSize;
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}
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ForceDirty(address, size);
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ForceDirty(maxAddress, minEndAddress - maxAddress);
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return true;
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}
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@ -21,6 +21,11 @@ namespace Ryujinx.Graphics.Gpu.Memory
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private IVirtualMemoryManagerTracked _cpuMemory;
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private int _referenceCount;
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/// <summary>
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/// Indicates whenever the memory manager supports 4KB pages.
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/// </summary>
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public bool Supports4KBPages => _cpuMemory.Supports4KBPages;
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/// <summary>
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/// In-memory shader cache.
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/// </summary>
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