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-rw-r--r--Ryujinx.Graphics.Gpu/Image/TextureManager.cs24
1 files changed, 19 insertions, 5 deletions
diff --git a/Ryujinx.Graphics.Gpu/Image/TextureManager.cs b/Ryujinx.Graphics.Gpu/Image/TextureManager.cs
index 30137d06..2646a75b 100644
--- a/Ryujinx.Graphics.Gpu/Image/TextureManager.cs
+++ b/Ryujinx.Graphics.Gpu/Image/TextureManager.cs
@@ -685,13 +685,27 @@ namespace Ryujinx.Graphics.Gpu.Image
{
Texture overlap = _textureOverlaps[index];
- bool rangeMatches = range != null ? overlap.Range.Equals(range.Value) : overlap.Info.GpuAddress == info.GpuAddress;
- if (!rangeMatches)
+ TextureMatchQuality matchQuality = overlap.IsExactMatch(info, flags);
+
+ if (matchQuality != TextureMatchQuality.NoMatch)
{
- continue;
- }
+ // If the parameters match, we need to make sure the texture is mapped to the same memory regions.
- TextureMatchQuality matchQuality = overlap.IsExactMatch(info, flags);
+ // If a range of memory was supplied, just check if the ranges match.
+ if (range != null && !overlap.Range.Equals(range.Value))
+ {
+ continue;
+ }
+
+ // If no range was supplied, we can check if the GPU virtual address match. If they do,
+ // we know the textures are located at the same memory region.
+ // If they don't, it may still be mapped to the same physical region, so we
+ // do a more expensive check to tell if they are mapped into the same physical regions.
+ if (overlap.Info.GpuAddress != info.GpuAddress && !_context.MemoryManager.CompareRange(overlap.Range, info.GpuAddress))
+ {
+ continue;
+ }
+ }
if (matchQuality == TextureMatchQuality.Perfect)
{