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Framebuffer texture matching: Remove heuristics other than seqCount
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1 changed files with 2 additions and 18 deletions
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@ -673,28 +673,11 @@ int TextureCacheCommon::GetBestCandidateIndex(const std::vector<AttachCandidate>
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int bestRelevancy = -1;
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int bestIndex = -1;
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// TODO: Instead of scores, we probably want to use std::min_element to pick the top element, using
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// a comparison function.
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// We simply use the sequence counter as relevancy nowadays.
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for (int i = 0; i < (int)candidates.size(); i++) {
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const AttachCandidate &candidate = candidates[i];
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int relevancy = candidate.seqCount;
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// Bonus point for matching stride.
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if (candidate.channel == RASTER_COLOR && candidate.fb->fb_stride == candidate.entry.bufw) {
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relevancy += 1000;
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}
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// Bonus points for no offset.
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if (candidate.match.xOffset == 0 && candidate.match.yOffset == 0) {
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relevancy += 100;
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}
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if (candidate.channel == RASTER_COLOR && candidate.fb->last_frame_render == gpuStats.numFlips) {
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relevancy += 50;
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} else if (candidate.channel == RASTER_DEPTH && candidate.fb->last_frame_depth_render == gpuStats.numFlips) {
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relevancy += 50;
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}
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if (relevancy > bestRelevancy) {
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bestRelevancy = relevancy;
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bestIndex = i;
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@ -918,6 +901,7 @@ bool TextureCacheCommon::MatchFramebuffer(
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// If they match "exactly", it's non-CLUT and from the top left.
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if (exactMatch) {
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// TODO: Better checks for compatible strides here.
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if (fb_stride != entry.bufw) {
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WARN_LOG_ONCE(diffStrides1, G3D, "Found matching framebuffer with different strides %d != %d", entry.bufw, (int)fb_stride);
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}
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