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@ -65,8 +65,8 @@ struct FormatTuple {
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return params;
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}
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/*static*/ SurfaceParams SurfaceParams::CreateForDepthBuffer(
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const Tegra::Engines::Maxwell3D::Regs::RenderTargetConfig& config, Tegra::GPUVAddr zeta_address,
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/*static*/ SurfaceParams SurfaceParams::CreateForDepthBuffer(u32 zeta_width, u32 zeta_height,
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Tegra::GPUVAddr zeta_address,
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Tegra::DepthFormat format) {
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SurfaceParams params{};
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@ -77,9 +77,9 @@ struct FormatTuple {
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params.component_type = ComponentTypeFromDepthFormat(format);
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params.type = GetFormatType(params.pixel_format);
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params.size_in_bytes = params.SizeInBytes();
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params.width = config.width;
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params.height = config.height;
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params.unaligned_height = config.height;
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params.width = zeta_width;
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params.height = zeta_height;
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params.unaligned_height = zeta_height;
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params.size_in_bytes = params.SizeInBytes();
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return params;
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}
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@ -254,6 +254,60 @@ static void AllocateSurfaceTexture(GLuint texture, const FormatTuple& format_tup
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cur_state.Apply();
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}
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static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rect, GLuint dst_tex,
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const MathUtil::Rectangle<u32>& dst_rect, SurfaceType type,
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GLuint read_fb_handle, GLuint draw_fb_handle) {
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OpenGLState prev_state{OpenGLState::GetCurState()};
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SCOPE_EXIT({ prev_state.Apply(); });
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OpenGLState state;
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state.draw.read_framebuffer = read_fb_handle;
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state.draw.draw_framebuffer = draw_fb_handle;
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state.Apply();
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u32 buffers{};
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if (type == SurfaceType::ColorTexture) {
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, src_tex,
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0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_tex,
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0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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buffers = GL_COLOR_BUFFER_BIT;
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} else if (type == SurfaceType::Depth) {
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, src_tex, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, dst_tex, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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buffers = GL_DEPTH_BUFFER_BIT;
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} else if (type == SurfaceType::DepthStencil) {
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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src_tex, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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dst_tex, 0);
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buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
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}
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glBlitFramebuffer(src_rect.left, src_rect.bottom, src_rect.right, src_rect.top, dst_rect.left,
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dst_rect.bottom, dst_rect.right, dst_rect.top, buffers,
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buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST);
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return true;
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}
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CachedSurface::CachedSurface(const SurfaceParams& params) : params(params) {
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texture.Create();
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const auto& rect{params.GetRect()};
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@ -519,8 +573,8 @@ SurfaceSurfaceRect_Tuple RasterizerCacheOpenGL::GetFramebufferSurfaces(
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}
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if (using_depth_fb) {
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depth_params =
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SurfaceParams::CreateForDepthBuffer(regs.rt[0], regs.zeta.Address(), regs.zeta.format);
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depth_params = SurfaceParams::CreateForDepthBuffer(regs.zeta_width, regs.zeta_height,
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regs.zeta.Address(), regs.zeta.format);
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}
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MathUtil::Rectangle<u32> color_rect{};
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@ -565,17 +619,9 @@ void RasterizerCacheOpenGL::LoadSurface(const Surface& surface) {
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surface->UploadGLTexture(read_framebuffer.handle, draw_framebuffer.handle);
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}
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void RasterizerCacheOpenGL::MarkSurfaceAsDirty(const Surface& surface) {
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if (Settings::values.use_accurate_framebuffers) {
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// If enabled, always flush dirty surfaces
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void RasterizerCacheOpenGL::FlushSurface(const Surface& surface) {
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surface->DownloadGLTexture(read_framebuffer.handle, draw_framebuffer.handle);
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surface->FlushGLBuffer();
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} else {
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// Otherwise, don't mark surfaces that we write to as cached, because the resulting loads
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// and flushes are very slow and do not seem to improve accuracy
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const auto& params{surface->GetSurfaceParams()};
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Memory::RasterizerMarkRegionCached(params.addr, params.size_in_bytes, false);
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}
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}
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Surface RasterizerCacheOpenGL::GetSurface(const SurfaceParams& params) {
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@ -588,25 +634,53 @@ Surface RasterizerCacheOpenGL::GetSurface(const SurfaceParams& params) {
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if (gpu.memory_manager->GpuToCpuAddress(params.addr) == boost::none)
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return {};
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// Check for an exact match in existing surfaces
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const auto& surface_key{SurfaceKey::Create(params)};
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const auto& search{surface_cache.find(surface_key)};
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// Look up surface in the cache based on address
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const auto& search{surface_cache.find(params.addr)};
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Surface surface;
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if (search != surface_cache.end()) {
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surface = search->second;
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if (Settings::values.use_accurate_framebuffers) {
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// Reload the surface from Switch memory
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LoadSurface(surface);
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}
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// If use_accurate_framebuffers is enabled, always load from memory
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FlushSurface(surface);
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UnregisterSurface(surface);
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} else if (surface->GetSurfaceParams() != params) {
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// If surface parameters changed, recreate the surface from the old one
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return RecreateSurface(surface, params);
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} else {
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// Use the cached surface as-is
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return surface;
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}
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}
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// No surface found - create a new one
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surface = std::make_shared<CachedSurface>(params);
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RegisterSurface(surface);
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LoadSurface(surface);
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}
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return surface;
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}
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Surface RasterizerCacheOpenGL::RecreateSurface(const Surface& surface,
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const SurfaceParams& new_params) {
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// Verify surface is compatible for blitting
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const auto& params{surface->GetSurfaceParams()};
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ASSERT(params.type == new_params.type);
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ASSERT(params.pixel_format == new_params.pixel_format);
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ASSERT(params.component_type == new_params.component_type);
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// Create a new surface with the new parameters, and blit the previous surface to it
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Surface new_surface{std::make_shared<CachedSurface>(new_params)};
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BlitTextures(surface->Texture().handle, params.GetRect(), new_surface->Texture().handle,
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new_surface->GetSurfaceParams().GetRect(), params.type, read_framebuffer.handle,
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draw_framebuffer.handle);
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// Update cache accordingly
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UnregisterSurface(surface);
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RegisterSurface(new_surface);
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return new_surface;
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}
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Surface RasterizerCacheOpenGL::TryFindFramebufferSurface(VAddr cpu_addr) const {
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// Tries to find the GPU address of a framebuffer based on the CPU address. This is because
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// final output framebuffers are specified by CPU address, but internally our GPU cache uses
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@ -652,22 +726,20 @@ void RasterizerCacheOpenGL::InvalidateRegion(Tegra::GPUVAddr addr, size_t size)
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void RasterizerCacheOpenGL::RegisterSurface(const Surface& surface) {
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const auto& params{surface->GetSurfaceParams()};
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const auto& surface_key{SurfaceKey::Create(params)};
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const auto& search{surface_cache.find(surface_key)};
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const auto& search{surface_cache.find(params.addr)};
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if (search != surface_cache.end()) {
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// Registered already
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return;
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}
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surface_cache[surface_key] = surface;
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surface_cache[params.addr] = surface;
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UpdatePagesCachedCount(params.addr, params.size_in_bytes, 1);
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}
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void RasterizerCacheOpenGL::UnregisterSurface(const Surface& surface) {
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const auto& params{surface->GetSurfaceParams()};
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const auto& surface_key{SurfaceKey::Create(params)};
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const auto& search{surface_cache.find(surface_key)};
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const auto& search{surface_cache.find(params.addr)};
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if (search == surface_cache.end()) {
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// Unregistered already
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