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texture_cache: Add checks for texture buffers.
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@ -114,10 +114,23 @@ public:
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bool MatchesTopology(const SurfaceParams& rhs) const {
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bool MatchesTopology(const SurfaceParams& rhs) const {
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const u32 src_bpp{params.GetBytesPerPixel()};
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const u32 src_bpp{params.GetBytesPerPixel()};
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const u32 dst_bpp{rhs.GetBytesPerPixel()};
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const u32 dst_bpp{rhs.GetBytesPerPixel()};
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return std::tie(src_bpp, params.is_tiled) == std::tie(dst_bpp, rhs.is_tiled);
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const bool ib1 = params.IsBuffer();
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const bool ib2 = rhs.IsBuffer();
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return std::tie(src_bpp, params.is_tiled, ib1) == std::tie(dst_bpp, rhs.is_tiled, ib2);
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}
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}
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MatchStructureResult MatchesStructure(const SurfaceParams& rhs) const {
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MatchStructureResult MatchesStructure(const SurfaceParams& rhs) const {
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// Buffer surface Check
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if (params.IsBuffer()) {
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const std::size_t wd1 = params.width*params.GetBytesPerPixel();
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const std::size_t wd2 = rhs.width*rhs.GetBytesPerPixel();
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if (wd1 == wd2) {
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return MatchStructureResult::FullMatch;
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}
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return MatchStructureResult::None;
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}
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// Linear Surface check
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if (!params.is_tiled) {
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if (!params.is_tiled) {
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if (std::tie(params.width, params.height, params.pitch) ==
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if (std::tie(params.width, params.height, params.pitch) ==
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std::tie(rhs.width, rhs.height, rhs.pitch)) {
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std::tie(rhs.width, rhs.height, rhs.pitch)) {
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@ -125,7 +138,8 @@ public:
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}
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}
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return MatchStructureResult::None;
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return MatchStructureResult::None;
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}
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}
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// Tiled surface
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// Tiled Surface check
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if (std::tie(params.depth, params.block_width, params.block_height, params.block_depth,
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if (std::tie(params.depth, params.block_width, params.block_height, params.block_depth,
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params.tile_width_spacing, params.num_levels) ==
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params.tile_width_spacing, params.num_levels) ==
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std::tie(rhs.depth, rhs.block_width, rhs.block_height, rhs.block_depth,
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std::tie(rhs.depth, rhs.block_width, rhs.block_height, rhs.block_depth,
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