fix(renderer): resolve delayed GPU page faults through buffer and texture caches

This commit is contained in:
nmzik
2026-07-29 17:13:19 +02:00
parent f6e01e5403
commit 8a244677d7
3 changed files with 12 additions and 5 deletions
@@ -36,7 +36,8 @@ bool GpuResourceManager::InvalidateMemory(PageFaultAccess access, uint64_t vaddr
}
bool GpuResourceManager::HandleFault(PageFaultAccess access, uint64_t fault_vaddr) noexcept {
if (!m_page_manager.IsMapped(fault_vaddr, 1)) {
constexpr uint64_t fault_size = 8;
if (!IsMapped(fault_vaddr, fault_size)) {
return false;
}
if (CommandScheduler::InDeferredOperation()) {
@@ -47,10 +48,15 @@ bool GpuResourceManager::HandleFault(PageFaultAccess access, uint64_t fault_vadd
bool handled = false;
const auto resolve = [this, access, fault_vaddr, &handled](CommandProcessor& cp) {
cp.BeginReadbackTransaction();
(void)m_buffer_cache.SynchronizeBacking(fault_vaddr, 1);
{
ResourceMutex::FaultScope fault(m_resource_mutex);
handled = m_page_manager.HandleFault(access, fault_vaddr);
if (access == PageFaultAccess::Write) {
m_buffer_cache.InvalidateMemory(fault_vaddr, fault_size);
m_texture_cache.InvalidateMemory(fault_vaddr, fault_size);
} else {
m_buffer_cache.ReadMemory(fault_vaddr, fault_size);
}
handled = true;
}
cp.EndReadbackTransaction();
};