From f565b0e5a6bebc09381aabb046e9b0b6285b7d10 Mon Sep 17 00:00:00 2001 From: gdkchan Date: Sat, 23 Jan 2021 09:38:00 -0300 Subject: Match texture if the physical range is the same (#1934) * Match texture if the physical range is the same * XML docs and comments --- Ryujinx.Graphics.Gpu/Image/TextureManager.cs | 24 +++++++++++++++++++----- 1 file changed, 19 insertions(+), 5 deletions(-) (limited to 'Ryujinx.Graphics.Gpu/Image/TextureManager.cs') 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) { -- cgit v1.2.3