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Buffer Cache: Eliminate the AC Hack as the base game is fixed in Hades.

This commit is contained in:
Fernando Sahmkow 2021-07-07 15:11:15 +02:00
parent 63915bf2de
commit 73638ca593

View file

@ -586,9 +586,6 @@ void BufferCache<P>::CommitAsyncFlushesHigh() {
cpu_addr_base += u64(std::max<s64>(difference2, 0)); cpu_addr_base += u64(std::max<s64>(difference2, 0));
const u64 new_size = cpu_addr_end2 - cpu_addr_base; const u64 new_size = cpu_addr_end2 - cpu_addr_base;
const u64 new_offset = cpu_addr_base - buffer.CpuAddr(); const u64 new_offset = cpu_addr_base - buffer.CpuAddr();
if (IsRegionCpuModified(cpu_addr_base, new_size)) {
return;
}
downloads.push_back({ downloads.push_back({
BufferCopy{ BufferCopy{
.src_offset = new_offset, .src_offset = new_offset,
@ -601,11 +598,11 @@ void BufferCache<P>::CommitAsyncFlushesHigh() {
largest_copy = std::max(largest_copy, new_size); largest_copy = std::max(largest_copy, new_size);
constexpr u64 align_mask = ~(32ULL - 1); constexpr u64 align_mask = ~(32ULL - 1);
const VAddr align_up_address = (cpu_addr_base + 31) & align_mask; const VAddr align_up_address = (cpu_addr_base + 31) & align_mask;
const u64 difference = align_up_address - cpu_addr_base; const u64 difference_base = align_up_address - cpu_addr_base;
if (difference > new_size) { if (difference_base > new_size) {
return; return;
} }
const u64 fixed_size = new_size - difference; const u64 fixed_size = new_size - difference_base;
buffer.UnmarkRegionAsGpuModified(align_up_address, fixed_size & align_mask); buffer.UnmarkRegionAsGpuModified(align_up_address, fixed_size & align_mask);
}); });
}); });
@ -1384,16 +1381,9 @@ typename BufferCache<P>::Binding BufferCache<P>::StorageBufferBinding(GPUVAddr s
if (!cpu_addr || size == 0) { if (!cpu_addr || size == 0) {
return NULL_BINDING; return NULL_BINDING;
} }
// HACK(Rodrigo): This is the number of bytes bound in host beyond the guest API's range.
// It exists due to some games like Astral Chain operate out of bounds.
// Binding the whole map range would be technically correct, but games have large maps that make
// this approach unaffordable for now.
static constexpr u32 arbitrary_extra_bytes = 0xc000;
const u32 bytes_to_map_end =
std::max(size, static_cast<u32>(gpu_memory.BytesToMapEnd(gpu_addr)));
const Binding binding{ const Binding binding{
.cpu_addr = *cpu_addr, .cpu_addr = *cpu_addr,
.size = std::min(size + arbitrary_extra_bytes, bytes_to_map_end), .size = size,
.buffer_id = BufferId{}, .buffer_id = BufferId{},
}; };
return binding; return binding;