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Previously we've only been setting up fastmem mappings for block address translation, but now we also do it for page address translation. This increases performance when games access memory using page tables, but decreases performance when games set up page tables. The tlbie instruction is used as an indication that the mappings need to be updated. There are some accuracy downsides: * The TLB is now effectively infinitely large, which matters if games don't use tlbie when modifying page tables. * The R and C bits for page table entries get set pessimistically rather than when the page is actually accessed. No games are known to be broken by these inaccuracies, but unfortunately the second inaccuracy causes a large performance regression in Rogue Squadron 3. You still get the old, more accurate behavior if Enable Write-Back Cache is on. |
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| .. | ||
| Android | ||
| Core | ||
| DSPSpy | ||
| DSPTool | ||
| PCH | ||
| UnitTests | ||
| VSProps | ||
| .clang-format | ||
| CMakeLists.txt | ||
| dolphin-emu.sln | ||