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memory: Fix order of checks in PhysicalToVirtualAddressForRasterizer. (#7328)
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@ -691,12 +691,7 @@ std::vector<VAddr> MemorySystem::PhysicalToVirtualAddressForRasterizer(PAddr add
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if (addr >= VRAM_PADDR && addr < VRAM_PADDR_END) {
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return {addr - VRAM_PADDR + VRAM_VADDR};
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}
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if (addr >= FCRAM_PADDR && addr < FCRAM_PADDR_END) {
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return {addr - FCRAM_PADDR + LINEAR_HEAP_VADDR, addr - FCRAM_PADDR + NEW_LINEAR_HEAP_VADDR};
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}
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if (addr >= FCRAM_PADDR_END && addr < FCRAM_N3DS_PADDR_END) {
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return {addr - FCRAM_PADDR + NEW_LINEAR_HEAP_VADDR};
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}
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// NOTE: Order matters here.
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auto plg_ldr = Service::PLGLDR::GetService(impl->system);
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if (plg_ldr) {
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auto fb_addr = plg_ldr->GetPluginFBAddr();
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@ -704,6 +699,12 @@ std::vector<VAddr> MemorySystem::PhysicalToVirtualAddressForRasterizer(PAddr add
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return {addr - fb_addr + PLUGIN_3GX_FB_VADDR};
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}
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}
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if (addr >= FCRAM_PADDR && addr < FCRAM_PADDR_END) {
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return {addr - FCRAM_PADDR + LINEAR_HEAP_VADDR, addr - FCRAM_PADDR + NEW_LINEAR_HEAP_VADDR};
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}
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if (addr >= FCRAM_PADDR_END && addr < FCRAM_N3DS_PADDR_END) {
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return {addr - FCRAM_PADDR + NEW_LINEAR_HEAP_VADDR};
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}
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// While the physical <-> virtual mapping is 1:1 for the regions supported by the cache,
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// some games (like Pokemon Super Mystery Dungeon) will try to use textures that go beyond
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// the end address of VRAM, causing the Virtual->Physical translation to fail when flushing
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