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Use usagetracker to determine if pushbuffers need to flush the GPU
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@ -156,10 +156,6 @@ namespace skyline::soc::gm20b {
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}
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void ChannelGpfifo::Process(GpEntry gpEntry) {
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// Submit if required by the GpEntry, this is needed as some games dynamically generate pushbuffer contents
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if (gpEntry.sync == GpEntry::Sync::Wait)
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channelCtx.executor.Submit({}, *state.settings->useDirectMemoryImport);
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if (!gpEntry.size) {
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// This is a GPFIFO control entry, all control entries have a zero length and contain no pushbuffers
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switch (gpEntry.opcode) {
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@ -172,6 +168,10 @@ namespace skyline::soc::gm20b {
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}
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auto pushBufferMappedRanges{channelCtx.asCtx->gmmu.TranslateRange(gpEntry.Address(), gpEntry.size * sizeof(u32))};
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for (auto range : pushBufferMappedRanges) {
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if (channelCtx.executor.usageTracker.dirtyIntervals.Intersect(range))
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channelCtx.executor.Submit({}, true);
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auto pushBuffer{[&]() -> span<u32> {
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if (pushBufferMappedRanges.size() == 1) {
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return pushBufferMappedRanges.front().cast<u32>();
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