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@ -615,6 +615,86 @@ private:
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return {{new_surface, new_surface->GetMainView()}};
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}
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/**
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* Takes care of managing 3D textures and its slices. Does HLE methods for reconstructing the 3D
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* textures within the GPU if possible. Falls back to LLE when it isn't possible to use any of
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* the HLE methods.
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*
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* @param overlaps The overlapping surfaces registered in the cache.
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* @param params The parameters on the new surface.
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* @param gpu_addr The starting address of the new surface.
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* @param cache_addr The starting address of the new surface on physical memory.
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* @param preserve_contents Indicates that the new surface should be loaded from memory or
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* left blank.
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*/
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std::optional<std::pair<TSurface, TView>> Manage3DSurfaces(std::vector<TSurface>& overlaps,
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const SurfaceParams& params,
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const GPUVAddr gpu_addr,
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const CacheAddr cache_addr,
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bool preserve_contents) {
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if (params.target == SurfaceTarget::Texture3D) {
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bool failed = false;
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if (params.num_levels > 1) {
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// We can't handle mipmaps in 3D textures yet, better fallback to LLE approach
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return std::nullopt;
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}
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TSurface new_surface = GetUncachedSurface(gpu_addr, params);
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bool modified = false;
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for (auto& surface : overlaps) {
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const SurfaceParams& src_params = surface->GetSurfaceParams();
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if (src_params.target != SurfaceTarget::Texture2D) {
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failed = true;
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break;
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}
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if (src_params.height != params.height) {
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failed = true;
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break;
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}
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if (src_params.block_depth != params.block_depth ||
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src_params.block_height != params.block_height) {
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failed = true;
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break;
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}
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const u32 offset = static_cast<u32>(surface->GetCacheAddr() - cache_addr);
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const auto [x, y, z] = params.GetBlockOffsetXYZ(offset);
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modified |= surface->IsModified();
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const CopyParams copy_params(0, 0, 0, 0, 0, z, 0, 0, params.width, params.height,
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1);
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ImageCopy(surface, new_surface, copy_params);
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}
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if (failed) {
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return std::nullopt;
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}
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for (const auto& surface : overlaps) {
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Unregister(surface);
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}
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new_surface->MarkAsModified(modified, Tick());
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Register(new_surface);
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auto view = new_surface->GetMainView();
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return {{std::move(new_surface), view}};
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} else {
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for (const auto& surface : overlaps) {
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if (!surface->MatchTarget(params.target)) {
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if (overlaps.size() == 1 && surface->GetCacheAddr() == cache_addr) {
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if (Settings::values.use_accurate_gpu_emulation) {
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return std::nullopt;
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}
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Unregister(surface);
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return InitializeSurface(gpu_addr, params, preserve_contents);
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}
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return std::nullopt;
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}
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if (surface->GetCacheAddr() != cache_addr) {
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continue;
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}
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if (surface->MatchesStructure(params) == MatchStructureResult::FullMatch) {
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return {{surface, surface->GetMainView()}};
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}
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}
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return InitializeSurface(gpu_addr, params, preserve_contents);
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}
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}
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/**
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* Gets the starting address and parameters of a candidate surface and tries
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* to find a matching surface within the cache. This is done in 3 big steps:
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@ -687,6 +767,15 @@ private:
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}
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}
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// Check if it's a 3D texture
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if (params.block_depth > 0) {
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auto surface =
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Manage3DSurfaces(overlaps, params, gpu_addr, cache_addr, preserve_contents);
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if (surface) {
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return *surface;
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}
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}
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// Split cases between 1 overlap or many.
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if (overlaps.size() == 1) {
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TSurface current_surface = overlaps[0];
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