[PR #3809] [MERGED] buffer_cache: Split DMA fault handling code from buffer cache #3730

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opened 2026-02-27 22:04:47 +03:00 by kerem · 0 comments
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📋 Pull Request Information

Original PR: https://github.com/shadps4-emu/shadPS4/pull/3809
Author: @raphaelthegreat
Created: 11/16/2025
Status: Merged
Merged: 11/18/2025
Merged by: @georgemoralis

Base: mainHead: fault-manager


📝 Commits (1)

  • 52fa3b0 buffer_cache: Split DMA fault handling code from buffer cache

📊 Changes

9 files changed (+249 additions, -290 deletions)

View changed files

📝 CMakeLists.txt (+2 -0)
📝 src/shader_recompiler/ir/passes/shader_info_collection_pass.cpp (+1 -1)
📝 src/video_core/buffer_cache/buffer_cache.cpp (+8 -230)
📝 src/video_core/buffer_cache/buffer_cache.h (+3 -18)
src/video_core/buffer_cache/fault_manager.cpp (+177 -0)
src/video_core/buffer_cache/fault_manager.h (+42 -0)
📝 src/video_core/host_shaders/fault_buffer_process.comp (+10 -17)
📝 src/video_core/renderer_vulkan/vk_rasterizer.cpp (+4 -9)
📝 src/video_core/renderer_vulkan/vk_scheduler.cpp (+2 -15)

📄 Description

Pulls out the raw vulkan code from the buffer cache into a separate class that is easier to reason with. Also comes with some small improvements:

  • Faults are now processed on a separate buffer, removing the dependency on the buffer cache download buffer which necessitates the hack in Scheduler::Wait.
  • Bunch of redundant vkCmdFillBuffer operations have been removed
  • Use FindBuffer instead of CreateBuffer when processing fault ranges. Avoids potentially recreating buffer if next frame also faults on that range before its created.

🔄 This issue represents a GitHub Pull Request. It cannot be merged through Gitea due to API limitations.

## 📋 Pull Request Information **Original PR:** https://github.com/shadps4-emu/shadPS4/pull/3809 **Author:** [@raphaelthegreat](https://github.com/raphaelthegreat) **Created:** 11/16/2025 **Status:** ✅ Merged **Merged:** 11/18/2025 **Merged by:** [@georgemoralis](https://github.com/georgemoralis) **Base:** `main` ← **Head:** `fault-manager` --- ### 📝 Commits (1) - [`52fa3b0`](https://github.com/shadps4-emu/shadPS4/commit/52fa3b051c36c0ed904f493884ad4a73fa905c8c) buffer_cache: Split DMA fault handling code from buffer cache ### 📊 Changes **9 files changed** (+249 additions, -290 deletions) <details> <summary>View changed files</summary> 📝 `CMakeLists.txt` (+2 -0) 📝 `src/shader_recompiler/ir/passes/shader_info_collection_pass.cpp` (+1 -1) 📝 `src/video_core/buffer_cache/buffer_cache.cpp` (+8 -230) 📝 `src/video_core/buffer_cache/buffer_cache.h` (+3 -18) ➕ `src/video_core/buffer_cache/fault_manager.cpp` (+177 -0) ➕ `src/video_core/buffer_cache/fault_manager.h` (+42 -0) 📝 `src/video_core/host_shaders/fault_buffer_process.comp` (+10 -17) 📝 `src/video_core/renderer_vulkan/vk_rasterizer.cpp` (+4 -9) 📝 `src/video_core/renderer_vulkan/vk_scheduler.cpp` (+2 -15) </details> ### 📄 Description Pulls out the raw vulkan code from the buffer cache into a separate class that is easier to reason with. Also comes with some small improvements: * Faults are now processed on a separate buffer, removing the dependency on the buffer cache download buffer which necessitates the hack in Scheduler::Wait. * Bunch of redundant vkCmdFillBuffer operations have been removed * Use FindBuffer instead of CreateBuffer when processing fault ranges. Avoids potentially recreating buffer if next frame also faults on that range before its created. --- <sub>🔄 This issue represents a GitHub Pull Request. It cannot be merged through Gitea due to API limitations.</sub>
kerem 2026-02-27 22:04:47 +03:00
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starred/shadPS4#3730
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