Revert "OpenGL Cache: Ignore format reinterpretation hack"
Testing found a few games that did some crazy things which breaks the assumptions made in that commit.
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72034b772d
commit
34ff77f5f7
1 changed files with 4 additions and 21 deletions
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@ -1271,15 +1271,11 @@ void RasterizerCacheOpenGL::ValidateSurface(const Surface& surface, PAddr addr,
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return;
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return;
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}
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}
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auto validate_regions = surface->invalid_regions & validate_interval;
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const auto validate_regions = surface->invalid_regions.find(validate_interval);
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auto notify_validated = [&](SurfaceInterval interval) {
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surface->invalid_regions.erase(interval);
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validate_regions.erase(interval);
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};
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for (;;) {
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for (;;) {
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const auto it = validate_regions.begin();
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const auto it = validate_regions.begin();
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if (it == validate_regions.end())
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if (it == surface->invalid_regions.end())
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break;
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break;
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const auto interval = *it & validate_interval;
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const auto interval = *it & validate_interval;
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@ -1291,28 +1287,15 @@ void RasterizerCacheOpenGL::ValidateSurface(const Surface& surface, PAddr addr,
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if (copy_surface != nullptr) {
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if (copy_surface != nullptr) {
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SurfaceInterval copy_interval = params.GetCopyableInterval(copy_surface);
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SurfaceInterval copy_interval = params.GetCopyableInterval(copy_surface);
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CopySurface(copy_surface, surface, copy_interval);
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CopySurface(copy_surface, surface, copy_interval);
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notify_validated(copy_interval);
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validate_regions.erase(interval);
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continue;
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continue;
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}
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}
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// HACK HACK HACK: Ignore format reinterpretation
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// this is a placeholder for HW texture decoding/encoding
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constexpr bool IGNORE_FORMAT_REINTERPRETING = true;
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bool retry = false;
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if (IGNORE_FORMAT_REINTERPRETING) {
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for (const auto& pair : RangeFromInterval(dirty_regions, interval)) {
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validate_regions.erase(pair.first & interval);
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retry = true;
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}
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}
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if (retry)
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continue;
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// Load data from 3DS memory
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// Load data from 3DS memory
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FlushRegion(params.addr, params.size);
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FlushRegion(params.addr, params.size);
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surface->LoadGLBuffer(params.addr, params.end);
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surface->LoadGLBuffer(params.addr, params.end);
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surface->UploadGLTexture(surface->GetSubRect(params));
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surface->UploadGLTexture(surface->GetSubRect(params));
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notify_validated(params.GetInterval());
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validate_regions.erase(interval)
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}
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}
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}
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}
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