From c725641f13772aa7d5705227e8fbe2c5b85ebb6a Mon Sep 17 00:00:00 2001 From: MaranBr Date: Sun, 28 Sep 2025 07:29:19 +0200 Subject: [PATCH] [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 Reviewed-by: Lizzie Co-authored-by: MaranBr Co-committed-by: MaranBr --- src/video_core/buffer_cache/buffer_cache.h | 14 ++++++-------- 1 file changed, 6 insertions(+), 8 deletions(-) diff --git a/src/video_core/buffer_cache/buffer_cache.h b/src/video_core/buffer_cache/buffer_cache.h index eb18a4bd66..6f6e0c23a8 100644 --- a/src/video_core/buffer_cache/buffer_cache.h +++ b/src/video_core/buffer_cache/buffer_cache.h @@ -785,18 +785,13 @@ void BufferCache

::BindHostGraphicsUniformBuffers(size_t stage) { } template -void BufferCache

::BindHostGraphicsUniformBuffer(size_t stage, u32 index, u32 binding_index, - bool needs_bind) { +void BufferCache

::BindHostGraphicsUniformBuffer(size_t stage, u32 index, u32 binding_index, bool needs_bind) { + ++channel_state->uniform_cache_shots[0]; const Binding& binding = channel_state->uniform_buffers[stage][index]; const DAddr device_addr = binding.device_addr; const u32 size = (std::min)(binding.size, (*channel_state->uniform_buffer_sizes)[stage][index]); Buffer& buffer = slot_buffers[binding.buffer_id]; TouchBuffer(buffer, binding.buffer_id); - const bool sync_buffer = SynchronizeBuffer(buffer, device_addr, size); - if (sync_buffer) { - ++channel_state->uniform_cache_hits[0]; - } - ++channel_state->uniform_cache_shots[0]; const bool use_fast_buffer = binding.buffer_id != NULL_BUFFER_ID && size <= channel_state->uniform_buffer_skip_cache_size && !memory_tracker.IsRegionGpuModified(device_addr, size); @@ -827,7 +822,10 @@ void BufferCache

::BindHostGraphicsUniformBuffer(size_t stage, u32 index, u32 device_memory.ReadBlockUnsafe(device_addr, span.data(), size); return; } - + // Classic cached path + if (SynchronizeBuffer(buffer, device_addr, size)) { + ++channel_state->uniform_cache_hits[0]; + } // Skip binding if it's not needed and if the bound buffer is not the fast version // This exists to avoid instances where the fast buffer is bound and a GPU write happens needs_bind |= HasFastUniformBufferBound(stage, binding_index);