Rasterizer: Reinterpret the raw texture bytes instead of blitting (and thus doing format conversion) to a new texture when a game requests an old texture address with a different format.
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				@ -798,12 +798,58 @@ Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& surface,
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    // Verify surface is compatible for blitting
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    const auto& params{surface->GetSurfaceParams()};
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    ASSERT(params.type == new_params.type);
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    ASSERT_MSG(params.GetCompressionFactor(params.pixel_format) == 1,
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               "Compressed texture reinterpretation is not supported");
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    // Create a new surface with the new parameters, and blit the previous surface to it
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    Surface new_surface{std::make_shared<CachedSurface>(new_params)};
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    BlitTextures(surface->Texture().handle, params.GetRect(), new_surface->Texture().handle,
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                 new_surface->GetSurfaceParams().GetRect(), params.type, read_framebuffer.handle,
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                 draw_framebuffer.handle);
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    auto source_format = GetFormatTuple(params.pixel_format, params.component_type);
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    auto dest_format = GetFormatTuple(new_params.pixel_format, new_params.component_type);
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    size_t buffer_size = std::max(params.SizeInBytes(), new_params.SizeInBytes());
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    // Use a Pixel Buffer Object to download the previous texture and then upload it to the new one
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    // using the new format.
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    OGLBuffer pbo;
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    pbo.Create();
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    glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo.handle);
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    glBufferData(GL_PIXEL_PACK_BUFFER, buffer_size, nullptr, GL_STREAM_DRAW_ARB);
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    glGetTextureImage(surface->Texture().handle, 0, source_format.format, source_format.type,
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                      params.SizeInBytes(), nullptr);
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    // If the new texture is bigger than the previous one, we need to fill in the rest with data
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    // from the CPU.
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    if (params.SizeInBytes() < new_params.SizeInBytes()) {
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        // Upload the rest of the memory.
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        if (new_params.is_tiled) {
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            // TODO(Subv): We might have to de-tile the subtexture and re-tile it with the rest of
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            // the data in this case. Games like Super Mario Odyssey seem to hit this case when
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            // drawing, it re-uses the memory of a previous texture as a bigger framebuffer but it
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            // doesn't clear it beforehand, the texture is already full of zeros.
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            LOG_CRITICAL(HW_GPU, "Trying to upload extra texture data from the CPU during "
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                                 "reinterpretation but the texture is tiled.");
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        }
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        size_t remaining_size = new_params.SizeInBytes() - params.SizeInBytes();
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        auto address = Core::System::GetInstance().GPU().memory_manager->GpuToCpuAddress(
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            new_params.addr + params.SizeInBytes());
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        std::vector<u8> data(remaining_size);
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        Memory::ReadBlock(*address, data.data(), data.size());
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        glBufferSubData(GL_PIXEL_PACK_BUFFER, params.SizeInBytes(), remaining_size, data.data());
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    }
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    glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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    const auto& dest_rect{new_params.GetRect()};
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    glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo.handle);
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    glTextureSubImage2D(
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        new_surface->Texture().handle, 0, 0, 0, static_cast<GLsizei>(dest_rect.GetWidth()),
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        static_cast<GLsizei>(dest_rect.GetHeight()), dest_format.format, dest_format.type, nullptr);
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    glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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    pbo.Release();
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    // Update cache accordingly
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    UnregisterSurface(surface);
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