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[video_core] Fix fast buffers without performance loss (#2605)
Fixes games that have some elements flickering on the screen, such as Kirby Star Allies and others, without impacting performance. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2605 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Reviewed-by: Lizzie <lizzie@eden-emu.dev> Co-authored-by: MaranBr <maranbr@outlook.com> Co-committed-by: MaranBr <maranbr@outlook.com>
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@@ -785,18 +785,13 @@ void BufferCache<P>::BindHostGraphicsUniformBuffers(size_t stage) {
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}
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template <class P>
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void BufferCache<P>::BindHostGraphicsUniformBuffer(size_t stage, u32 index, u32 binding_index,
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bool needs_bind) {
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void BufferCache<P>::BindHostGraphicsUniformBuffer(size_t stage, u32 index, u32 binding_index, bool needs_bind) {
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++channel_state->uniform_cache_shots[0];
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const Binding& binding = channel_state->uniform_buffers[stage][index];
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const DAddr device_addr = binding.device_addr;
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const u32 size = (std::min)(binding.size, (*channel_state->uniform_buffer_sizes)[stage][index]);
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Buffer& buffer = slot_buffers[binding.buffer_id];
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TouchBuffer(buffer, binding.buffer_id);
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const bool sync_buffer = SynchronizeBuffer(buffer, device_addr, size);
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if (sync_buffer) {
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++channel_state->uniform_cache_hits[0];
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}
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++channel_state->uniform_cache_shots[0];
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const bool use_fast_buffer = binding.buffer_id != NULL_BUFFER_ID &&
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size <= channel_state->uniform_buffer_skip_cache_size &&
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!memory_tracker.IsRegionGpuModified(device_addr, size);
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@@ -827,7 +822,10 @@ void BufferCache<P>::BindHostGraphicsUniformBuffer(size_t stage, u32 index, u32
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device_memory.ReadBlockUnsafe(device_addr, span.data(), size);
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return;
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}
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// Classic cached path
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if (SynchronizeBuffer(buffer, device_addr, size)) {
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++channel_state->uniform_cache_hits[0];
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}
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// Skip binding if it's not needed and if the bound buffer is not the fast version
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// This exists to avoid instances where the fast buffer is bound and a GPU write happens
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needs_bind |= HasFastUniformBufferBound(stage, binding_index);
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