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memory_manager: Do not allow 0 to be a valid GPUVAddr.
- Fixes a bug with Undertale using 0 for a render target.
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@ -9,6 +9,13 @@
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namespace Tegra {
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MemoryManager::MemoryManager() {
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// Mark the first page as reserved, so that 0 is not a valid GPUVAddr. Otherwise, games might
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// try to use 0 as a valid address, which is also used to mean nullptr. This fixes a bug with
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// Undertale using 0 for a render target.
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PageSlot(0) = static_cast<u64>(PageStatus::Reserved);
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}
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GPUVAddr MemoryManager::AllocateSpace(u64 size, u64 align) {
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const std::optional<GPUVAddr> gpu_addr{FindFreeBlock(0, size, align, PageStatus::Unmapped)};
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@ -18,7 +18,7 @@ using GPUVAddr = u64;
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class MemoryManager final {
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public:
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MemoryManager() = default;
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MemoryManager();
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GPUVAddr AllocateSpace(u64 size, u64 align);
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GPUVAddr AllocateSpace(GPUVAddr gpu_addr, u64 size, u64 align);
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@ -37,6 +37,7 @@ private:
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enum class PageStatus : u64 {
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Unmapped = 0xFFFFFFFFFFFFFFFFULL,
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Allocated = 0xFFFFFFFFFFFFFFFEULL,
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Reserved = 0xFFFFFFFFFFFFFFFDULL,
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};
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std::optional<GPUVAddr> FindFreeBlock(GPUVAddr region_start, u64 size, u64 align,
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