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buffer_cache: Simplify storage buffer binding logic
Reverts overly restrictive storage buffer validation and size calculation that was causing rendering issues in The Legend of Zelda: Tears of the Kingdom, particularly in underground/depth areas. The simplified approach: - Uses GetMemoryLayoutSize() instead of manual page probing - Removes unnecessary 4GB memory bounds validation - Streamlines address translation and alignment handling This fixes numerous reported cases of missing or corrupted rendering in TOTK's underground areas where storage buffer operations are heavily used for depth-related effects.
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1 changed files with 20 additions and 63 deletions
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@ -1696,87 +1696,44 @@ void BufferCache<P>::DeleteBuffer(BufferId buffer_id, bool do_not_mark) {
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template <class P>
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Binding BufferCache<P>::StorageBufferBinding(GPUVAddr ssbo_addr, u32 cbuf_index,
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bool is_written) const {
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// Read the GPU address from the storage buffer
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GPUVAddr gpu_addr;
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gpu_memory->ReadBlock(ssbo_addr, &gpu_addr, sizeof(GPUVAddr));
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if (gpu_addr == 0) {
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LOG_WARNING(HW_GPU, "Null GPU address read from storage buffer at {:x} for cbuf index {}",
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ssbo_addr, cbuf_index);
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return NULL_BINDING;
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}
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const GPUVAddr gpu_addr = gpu_memory->Read<u64>(ssbo_addr);
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const auto size = [&]() {
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const bool is_nvn_cbuf = cbuf_index == 0;
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// The NVN driver buffer (index 0) is known to pack the SSBO address followed by its size.
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if (is_nvn_cbuf) {
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// Try to read the size for NVN buffers
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u32 nvn_size;
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gpu_memory->ReadBlock(ssbo_addr + 8, &nvn_size, sizeof(u32));
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if (nvn_size != 0) {
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return nvn_size;
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const u32 ssbo_size = gpu_memory->Read<u32>(ssbo_addr + 8);
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if (ssbo_size != 0) {
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return ssbo_size;
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}
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}
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// Determine size by reading memory pages
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const u64 max_size = 8_MiB;
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u32 current_size = 0;
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u8 test_byte;
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for (u64 offset = 0; offset < max_size; offset += Core::DEVICE_PAGESIZE) {
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gpu_memory->ReadBlock(gpu_addr + offset, &test_byte, sizeof(u8));
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current_size = static_cast<u32>(offset + Core::DEVICE_PAGESIZE);
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// If we can't read from this page, use the previous size
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if (test_byte == 0 && offset > 0) {
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current_size = static_cast<u32>(offset);
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break;
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}
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}
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if (current_size == 0) {
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LOG_WARNING(HW_GPU, "Zero memory layout size for storage buffer at {:x}", gpu_addr);
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return 0U;
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}
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return std::min(current_size, static_cast<u32>(max_size));
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// Other titles (notably Doom Eternal) may use STG/LDG on buffer addresses in custom defined
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// cbufs, which do not store the sizes adjacent to the addresses, so use the fully
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// mapped buffer size for now.
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const u32 memory_layout_size = static_cast<u32>(gpu_memory->GetMemoryLayoutSize(gpu_addr));
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return std::min(memory_layout_size, static_cast<u32>(8_MiB));
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}();
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// Early return if size is 0
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if (size == 0) {
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LOG_WARNING(HW_GPU, "Zero size storage buffer for cbuf index {}", cbuf_index);
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return NULL_BINDING;
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}
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// Alignment only applies to the offset of the buffer
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const u32 alignment = runtime.GetStorageBufferAlignment();
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const GPUVAddr aligned_gpu_addr = Common::AlignDown(gpu_addr, alignment);
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const u32 aligned_size = static_cast<u32>(gpu_addr - aligned_gpu_addr) + size;
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const std::optional<DAddr> aligned_device_addr = gpu_memory->GpuToCpuAddress(aligned_gpu_addr);
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if (!aligned_device_addr || size == 0) {
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LOG_WARNING(HW_GPU, "Failed to find storage buffer for cbuf index {}", cbuf_index);
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return NULL_BINDING;
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}
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const std::optional<DAddr> device_addr = gpu_memory->GpuToCpuAddress(gpu_addr);
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if (!aligned_device_addr || !device_addr) {
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LOG_WARNING(HW_GPU, "Failed to translate GPU address {:x} to CPU address for cbuf index {}",
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gpu_addr, cbuf_index);
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return NULL_BINDING;
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}
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// Validate device addresses are within bounds
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constexpr size_t MAX_DEVICE_MEMORY = 1ULL << 32; // 4GB max device memory
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if (*aligned_device_addr >= MAX_DEVICE_MEMORY ||
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(*aligned_device_addr + aligned_size) > MAX_DEVICE_MEMORY ||
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*device_addr >= MAX_DEVICE_MEMORY ||
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(*device_addr + size) > MAX_DEVICE_MEMORY) {
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LOG_WARNING(HW_GPU, "Device address out of bounds for storage buffer cbuf index {}",
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cbuf_index);
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return NULL_BINDING;
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}
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ASSERT_MSG(device_addr, "Unaligned storage buffer address not found for cbuf index {}",
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cbuf_index);
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// The end address used for size calculation does not need to be aligned
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const DAddr cpu_end = Common::AlignUp(*device_addr + size, Core::DEVICE_PAGESIZE);
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return Binding{
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const Binding binding{
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.device_addr = *aligned_device_addr,
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.size = is_written ? aligned_size : static_cast<u32>(cpu_end - *aligned_device_addr),
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.buffer_id = BufferId{},
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};
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return binding;
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}
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template <class P>
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