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Texture Cache: Fix collision with multiple overlaps of the same sparse texture.
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@ -1169,8 +1169,13 @@ ImageId TextureCache<P>::JoinImages(const ImageInfo& info, GPUVAddr gpu_addr, VA
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ForEachImageInRegion(cpu_addr, size_bytes, region_check);
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ForEachImageInRegion(cpu_addr, size_bytes, region_check);
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const auto region_check_gpu = [&](ImageId overlap_id, ImageBase& overlap) {
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const auto region_check_gpu = [&](ImageId overlap_id, ImageBase& overlap) {
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if (!overlaps_found.contains(overlap_id)) {
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if (!overlaps_found.contains(overlap_id)) {
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if (True(overlap.flags & ImageFlagBits::Remapped)) {
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ignore_textures.insert(overlap_id);
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ignore_textures.insert(overlap_id);
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}
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}
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if (overlap.gpu_addr == gpu_addr && overlap.guest_size_bytes == size_bytes) {
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ignore_textures.insert(overlap_id);
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}
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}
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};
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};
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ForEachSparseImageInRegion(gpu_addr, size_bytes, region_check_gpu);
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ForEachSparseImageInRegion(gpu_addr, size_bytes, region_check_gpu);
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const ImageId new_image_id = slot_images.insert(runtime, new_info, gpu_addr, cpu_addr);
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const ImageId new_image_id = slot_images.insert(runtime, new_info, gpu_addr, cpu_addr);
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