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GPU/HW: Clear dirty rectangle when updating shadow texture
Fixes high GPU usage in Robbit mon Dieu in D3D11, should improve overall performance slightly when VRAM copies are heavily used.
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@ -99,6 +99,12 @@ void GPU_HW::PrintSettingsToLog()
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Log_InfoPrintf("Dual-source blending: %s", m_supports_dual_source_blend ? "Supported" : "Not supported");
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}
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void GPU_HW::UpdateVRAMReadTexture()
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{
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m_renderer_stats.num_vram_read_texture_updates++;
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ClearVRAMDirtyRectangle();
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}
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void GPU_HW::HandleFlippedQuadTextureCoordinates(BatchVertex* vertices)
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{
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// Taken from beetle-psx gpu_polygon.cpp
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@ -661,8 +667,6 @@ void GPU_HW::DispatchRenderCommand()
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FlushRender();
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UpdateVRAMReadTexture();
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m_renderer_stats.num_vram_read_texture_updates++;
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ClearVRAMDirtyRectangle();
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}
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}
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@ -157,7 +157,7 @@ protected:
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static_cast<float>(rgba >> 24) * (1.0f / 255.0f));
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}
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virtual void UpdateVRAMReadTexture() = 0;
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virtual void UpdateVRAMReadTexture();
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virtual void UpdateDepthBufferFromMaskBit() = 0;
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virtual void SetScissorFromDrawingArea() = 0;
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virtual void MapBatchVertexPointer(u32 required_vertices) = 0;
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@ -805,6 +805,8 @@ void GPU_HW_D3D11::UpdateVRAMReadTexture()
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const CD3D11_BOX src_box(scaled_rect.left, scaled_rect.top, 0, scaled_rect.right, scaled_rect.bottom, 1);
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m_context->CopySubresourceRegion(m_vram_read_texture, 0, scaled_rect.left, scaled_rect.top, 0, m_vram_texture, 0,
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&src_box);
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GPU_HW::UpdateVRAMReadTexture();
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}
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void GPU_HW_D3D11::UpdateDepthBufferFromMaskBit()
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@ -945,6 +945,8 @@ void GPU_HW_OpenGL::UpdateVRAMReadTexture()
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glEnable(GL_SCISSOR_TEST);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_fbo_id);
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}
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GPU_HW::UpdateVRAMReadTexture();
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}
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void GPU_HW_OpenGL::UpdateDepthBufferFromMaskBit()
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