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fix(renderer): resolve delayed GPU page faults through buffer and texture caches
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@@ -50,6 +50,7 @@ public:
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[[nodiscard]] bool InvalidateMemory(PageFaultAccess access, uint64_t vaddr, uint64_t size,
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PageFaultPhase phase) noexcept;
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void InvalidateMemory(uint64_t vaddr, uint64_t size);
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void ReadMemory(uint64_t vaddr, uint64_t size);
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void UnmapMemory(uint64_t vaddr, uint64_t size);
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[[nodiscard]] BufferBinding ObtainBuffer(CommandBuffer& command, uint64_t vaddr, uint64_t size,
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bool is_written = false, bool is_read = true,
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@@ -111,7 +112,6 @@ private:
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void QueueGarbageDownload(std::span<const DownloadCopy> copies, RetiredBuffer retire);
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void RefreshInvalidatedRanges(CommandBuffer& command, CachedBuffer& cached, uint64_t vaddr,
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uint64_t size, bool upload);
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void ReadMemory(uint64_t vaddr, uint64_t size);
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void DiscardGpuDirtyBytesLocked(uint64_t vaddr, uint64_t size, const char* operation);
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void WriteHostMemory(uint64_t vaddr, std::span<const uint8_t> data);
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