rasterizer_cache: Improve validation skip heuristic (#69)
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@ -1180,27 +1180,16 @@ bool RasterizerCache<T>::ValidateByReinterpretation(Surface& surface, SurfacePar
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}
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// No surfaces were found in the cache that had a matching bit-width.
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// If there's a surface with invalid format it means the region was cleared
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// so we don't want to skip validation in that case.
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const bool has_invalid = IntervalHasInvalidPixelFormat(params, interval);
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const bool is_gpu_modified = boost::icl::contains(dirty_regions, interval);
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return !has_invalid && is_gpu_modified;
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}
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template <class T>
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bool RasterizerCache<T>::IntervalHasInvalidPixelFormat(const SurfaceParams& params,
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SurfaceInterval interval) {
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bool invalid_format_found = false;
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const PAddr addr = boost::icl::lower(interval);
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const u32 size = boost::icl::length(interval);
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ForEachSurfaceInRegion(addr, size, [&](SurfaceId surface_id, Surface& surface) {
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if (surface.pixel_format == PixelFormat::Invalid) {
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invalid_format_found = true;
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return true;
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}
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return false;
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});
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return invalid_format_found;
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// Before entering the slow path, check if part of the interval is owned
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// by a gpu modified surface with a different stride than ours. This is indicative
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// of texture aliasing by the guest, which for the vast majority of cases we don't
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// need to validate.
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// TODO: While this works for the vast majority of cases, in Fire Emblem: Shadows of Valentia
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// the warping effect when running in dugeons relies on this stride reinterpretation.
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// In the future this transformation should be properly implemented with a GPU shader.
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const auto it = dirty_regions.find(interval);
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return it != dirty_regions.end() && it->second &&
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slot_surfaces[it->second].stride != surface.stride;
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}
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template <class T>
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@ -193,9 +193,6 @@ private:
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bool ValidateByReinterpretation(Surface& surface, SurfaceParams params,
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const SurfaceInterval& interval);
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/// Return true if a surface with an invalid pixel format exists at the interval
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bool IntervalHasInvalidPixelFormat(const SurfaceParams& params, SurfaceInterval interval);
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/// Create a new surface
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SurfaceId CreateSurface(const SurfaceParams& params);
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