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Correct block transfer overlap and wrapping behavior #16469

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merged 8 commits into from
Dec 1, 2022

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unknownbrackets
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See these tests, which now pass: hrydgard/pspautotests#234

Overlapping ranges seem to be copied 64-bytes at a time linearly, so let's do that for accuracy (I've never actually seen a game overlap a copy, but who knows...)

Ranges outside VRAM wrap to valid VRAM, as long as they don't go past 0x04FFFFFF. A transfer can start anywhere in that range or end anywhere in that range, and the portion outside wraps. Note that mirrors are still respected, so a block transfer from 0x042xxxxx -> 0x040xxxxx successfully unswizzles (although the overlap behavior means you can't unswizzle in place.)

Lastly, also increases the detail of meminfo when stride != width. Hopefully won't cause any problems, might double check Gran Turismo to be sure. I think it's worth tracking the gaps when we can.

-[Unknown]

@hrydgard hrydgard added the GE emulation Backend-independent GPU issues label Dec 1, 2022
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hrydgard commented Dec 1, 2022

Hm, something broke in GT:

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Oops, that was a silly mistake. I removed the textureCache part by accident when merging with softgpu... should've checked for more block transfers, one place I checked must've been a memcpy I misremembered...

-[Unknown]

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hrydgard commented Dec 1, 2022

Works now. Doesn't seem to affect performance in GT.

@hrydgard hrydgard merged commit 6a76823 into hrydgard:master Dec 1, 2022
@hrydgard hrydgard added this to the v1.14.0 milestone Dec 1, 2022
@unknownbrackets unknownbrackets deleted the softgpu-transfer branch December 1, 2022 15:31
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