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@ -234,15 +234,15 @@ protected:
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virtual TSurface CreateSurface(GPUVAddr gpu_addr, const SurfaceParams& params) = 0;
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virtual void ImageCopy(TSurface src_surface, TSurface dst_surface,
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virtual void ImageCopy(TSurface& src_surface, TSurface& dst_surface,
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const CopyParams& copy_params) = 0;
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virtual void ImageBlit(TView src_view, TView dst_view,
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virtual void ImageBlit(TView& src_view, TView& dst_view,
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const Tegra::Engines::Fermi2D::Config& copy_config) = 0;
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// Depending on the backend, a buffer copy can be slow as it means deoptimizing the texture
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// and reading it from a sepparate buffer.
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virtual void BufferCopy(TSurface src_surface, TSurface dst_surface) = 0;
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virtual void BufferCopy(TSurface& src_surface, TSurface& dst_surface) = 0;
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void Register(TSurface surface) {
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std::lock_guard lock{mutex};
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@ -516,8 +516,9 @@ private:
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// Step 1
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// Check Level 1 Cache for a fast structural match. If candidate surface
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// matches at certain level we are pretty much done.
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if (l1_cache.count(cache_addr) > 0) {
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TSurface current_surface = l1_cache[cache_addr];
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auto iter = l1_cache.find(cache_addr);
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if (iter != l1_cache.end()) {
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TSurface& current_surface = iter->second;
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auto topological_result = current_surface->MatchesTopology(params);
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if (topological_result != MatchTopologyResult::FullMatch) {
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std::vector<TSurface> overlaps{current_surface};
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@ -526,7 +527,6 @@ private:
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}
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MatchStructureResult s_result = current_surface->MatchesStructure(params);
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if (s_result != MatchStructureResult::None &&
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current_surface->GetGpuAddr() == gpu_addr &&
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(params.target != SurfaceTarget::Texture3D ||
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current_surface->MatchTarget(params.target))) {
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if (s_result == MatchStructureResult::FullMatch) {
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