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texture_cache: Only load on recycle with accurate GPU.
Testing so far has proven this to be quite safe as texture memory read added a 2-5ms load to the current cache.
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@ -342,12 +342,13 @@ private:
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const SurfaceParams& params, const GPUVAddr gpu_addr,
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const SurfaceParams& params, const GPUVAddr gpu_addr,
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const bool preserve_contents,
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const bool preserve_contents,
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const bool untopological) {
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const bool untopological) {
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const bool do_load = Settings::values.use_accurate_gpu_emulation && preserve_contents;
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for (auto surface : overlaps) {
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for (auto surface : overlaps) {
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Unregister(surface);
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Unregister(surface);
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}
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}
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switch (PickStrategy(overlaps, params, gpu_addr, untopological)) {
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switch (PickStrategy(overlaps, params, gpu_addr, untopological)) {
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case RecycleStrategy::Ignore: {
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case RecycleStrategy::Ignore: {
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return InitializeSurface(gpu_addr, params, preserve_contents);
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return InitializeSurface(gpu_addr, params, do_load);
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}
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}
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case RecycleStrategy::Flush: {
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case RecycleStrategy::Flush: {
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std::sort(overlaps.begin(), overlaps.end(),
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std::sort(overlaps.begin(), overlaps.end(),
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@ -361,7 +362,7 @@ private:
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}
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}
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default: {
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default: {
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UNIMPLEMENTED_MSG("Unimplemented Texture Cache Recycling Strategy!");
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UNIMPLEMENTED_MSG("Unimplemented Texture Cache Recycling Strategy!");
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return InitializeSurface(gpu_addr, params, preserve_contents);
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return InitializeSurface(gpu_addr, params, do_load);
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}
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}
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}
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}
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}
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}
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