Correct block transfer overlap and wrapping behavior #16469
Merged
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See these tests, which now pass: hrydgard/pspautotests#234
Overlapping ranges seem to be copied 64-bytes at a time linearly, so let's do that for accuracy (I've never actually seen a game overlap a copy, but who knows...)
Ranges outside VRAM wrap to valid VRAM, as long as they don't go past 0x04FFFFFF. A transfer can start anywhere in that range or end anywhere in that range, and the portion outside wraps. Note that mirrors are still respected, so a block transfer from 0x042xxxxx -> 0x040xxxxx successfully unswizzles (although the overlap behavior means you can't unswizzle in place.)
Lastly, also increases the detail of meminfo when stride != width. Hopefully won't cause any problems, might double check Gran Turismo to be sure. I think it's worth tracking the gaps when we can.
-[Unknown]