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d3d: Use minihashing in the vertex cache.
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@ -81,6 +81,8 @@ enum {
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#define VERTEXCACHE_DECIMATION_INTERVAL 17
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enum { VAI_KILL_AGE = 120, VAI_UNRELIABLE_KILL_AGE = 240, VAI_UNRELIABLE_KILL_MAX = 4 };
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// Check for max first as clamping to max is more common than min when lighting.
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inline float clamp(float in, float min, float max) {
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return in > max ? max : (in < min ? min : in);
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@ -275,13 +277,12 @@ VertexDecoder *TransformDrawEngineDX9::GetVertexDecoder(u32 vtype) {
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auto iter = decoderMap_.find(vtype);
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if (iter != decoderMap_.end())
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return iter->second;
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VertexDecoder*dec = new VertexDecoder();
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VertexDecoder *dec = new VertexDecoder();
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dec->SetVertexType(vtype, decOptions_, decJitCache_);
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decoderMap_[vtype] = dec;
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return dec;
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}
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void TransformDrawEngineDX9::SetupVertexDecoder(u32 vertType) {
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SetupVertexDecoderInternal(vertType);
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}
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@ -396,6 +397,27 @@ void TransformDrawEngineDX9::SubmitPrim(void *verts, void *inds, GEPrimitiveType
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}
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}
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void TransformDrawEngineDX9::DecodeVerts() {
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if (uvScale) {
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const UVScale origUV = gstate_c.uv;
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for (; decodeCounter_ < numDrawCalls; decodeCounter_++) {
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gstate_c.uv = uvScale[decodeCounter_];
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DecodeVertsStep();
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}
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gstate_c.uv = origUV;
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} else {
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for (; decodeCounter_ < numDrawCalls; decodeCounter_++) {
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DecodeVertsStep();
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}
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}
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// Sanity check
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if (indexGen.Prim() < 0) {
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ERROR_LOG_REPORT(G3D, "DecodeVerts: Failed to deduce prim: %i", indexGen.Prim());
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// Force to points (0)
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indexGen.AddPrim(GE_PRIM_POINTS, 0);
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}
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}
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void TransformDrawEngineDX9::DecodeVertsStep() {
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const int i = decodeCounter_;
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@ -470,31 +492,66 @@ void TransformDrawEngineDX9::DecodeVertsStep() {
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}
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}
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inline u32 ComputeMiniHashRange(const void *ptr, size_t sz) {
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// Switch to u32 units.
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const u32 *p = (const u32 *)ptr;
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sz >>= 2;
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void TransformDrawEngineDX9::DecodeVerts() {
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if (uvScale) {
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const UVScale origUV = gstate_c.uv;
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for (; decodeCounter_ < numDrawCalls; decodeCounter_++) {
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gstate_c.uv = uvScale[decodeCounter_];
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DecodeVertsStep();
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if (sz > 100) {
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size_t step = sz / 4;
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u32 hash = 0;
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for (size_t i = 0; i < sz; i += step) {
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hash += DoReliableHash(p + i, 100, 0x3A44B9C4);
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}
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gstate_c.uv = origUV;
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return hash;
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} else {
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for (; decodeCounter_ < numDrawCalls; decodeCounter_++) {
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DecodeVertsStep();
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return p[0] + p[sz - 1];
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}
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}
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u32 TransformDrawEngineDX9::ComputeMiniHash() {
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u32 fullhash = 0;
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const int vertexSize = dec_->GetDecVtxFmt().stride;
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const int indexSize = (dec_->VertexType() & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT ? 2 : 1;
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int step;
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if (numDrawCalls < 3) {
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step = 1;
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} else if (numDrawCalls < 8) {
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step = 4;
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} else {
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step = numDrawCalls / 8;
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}
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for (int i = 0; i < numDrawCalls; i += step) {
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const DeferredDrawCall &dc = drawCalls[i];
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if (!dc.inds) {
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fullhash += ComputeMiniHashRange(dc.verts, vertexSize * dc.vertexCount);
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} else {
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int indexLowerBound = dc.indexLowerBound, indexUpperBound = dc.indexUpperBound;
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fullhash += ComputeMiniHashRange((const u8 *)dc.verts + vertexSize * indexLowerBound, vertexSize * (indexUpperBound - indexLowerBound));
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fullhash += ComputeMiniHashRange(dc.inds, indexSize * dc.vertexCount);
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}
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}
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// Sanity check
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if (indexGen.Prim() < 0) {
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ERROR_LOG_REPORT(G3D, "DecodeVerts: Failed to deduce prim: %i", indexGen.Prim());
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// Force to points (0)
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indexGen.AddPrim(GE_PRIM_POINTS, 0);
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return fullhash;
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}
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void TransformDrawEngineDX9::MarkUnreliable(VertexArrayInfoDX9 *vai) {
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vai->status = VertexArrayInfoDX9::VAI_UNRELIABLE;
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if (vai->vbo) {
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vai->vbo->Release();
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vai->vbo = nullptr;
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}
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if (vai->ebo) {
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vai->ebo->Release();
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vai->ebo = nullptr;
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}
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}
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u32 TransformDrawEngineDX9::ComputeHash() {
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u32 fullhash = 0;
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int vertexSize = dec_->GetDecVtxFmt().stride;
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const int vertexSize = dec_->GetDecVtxFmt().stride;
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const int indexSize = (dec_->VertexType() & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT ? 2 : 1;
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// TODO: Add some caps both for numDrawCalls and num verts to check?
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// It is really very expensive to check all the vertex data so often.
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@ -518,7 +575,6 @@ u32 TransformDrawEngineDX9::ComputeHash() {
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// we do when drawing.
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fullhash += DoReliableHash((const char *)dc.verts + vertexSize * indexLowerBound,
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vertexSize * (indexUpperBound - indexLowerBound), 0x029F3EE1);
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int indexSize = (dec_->VertexType() & GE_VTYPE_IDX_MASK) == GE_VTYPE_IDX_16BIT ? 2 : 1;
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// Hm, we will miss some indices when combining above, but meh, it should be fine.
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fullhash += DoReliableHash((const char *)dc.inds, indexSize * dc.vertexCount, 0x955FD1CA);
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i = lastMatch;
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@ -531,24 +587,6 @@ u32 TransformDrawEngineDX9::ComputeHash() {
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return fullhash;
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}
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u32 TransformDrawEngineDX9::ComputeFastDCID() {
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u32 hash = 0;
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for (int i = 0; i < numDrawCalls; i++) {
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hash ^= (u32)(uintptr_t)drawCalls[i].verts;
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hash = __rotl(hash, 13);
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hash ^= (u32)(uintptr_t)drawCalls[i].inds;
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hash = __rotl(hash, 13);
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hash ^= (u32)drawCalls[i].vertType;
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hash = __rotl(hash, 13);
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hash ^= (u32)drawCalls[i].vertexCount;
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hash = __rotl(hash, 13);
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hash ^= (u32)drawCalls[i].prim;
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}
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return hash;
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}
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enum { VAI_KILL_AGE = 120 };
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void TransformDrawEngineDX9::ClearTrackedVertexArrays() {
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for (auto vai = vai_.begin(); vai != vai_.end(); vai++) {
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delete vai->second;
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@ -563,14 +601,23 @@ void TransformDrawEngineDX9::DecimateTrackedVertexArrays() {
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return;
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}
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int threshold = gpuStats.numFlips - VAI_KILL_AGE;
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const int threshold = gpuStats.numFlips - VAI_KILL_AGE;
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const int unreliableThreshold = gpuStats.numFlips - VAI_UNRELIABLE_KILL_AGE;
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int unreliableLeft = VAI_UNRELIABLE_KILL_MAX;
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for (auto iter = vai_.begin(); iter != vai_.end(); ) {
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if (iter->second->lastFrame < threshold) {
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bool kill;
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if (iter->second->status == VertexArrayInfoDX9::VAI_UNRELIABLE) {
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// We limit killing unreliable so we don't rehash too often.
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kill = iter->second->lastFrame < unreliableThreshold && --unreliableLeft >= 0;
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} else {
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kill = iter->second->lastFrame < threshold;
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}
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if (kill) {
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delete iter->second;
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vai_.erase(iter++);
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}
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else
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} else {
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++iter;
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}
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}
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// Enable if you want to see vertex decoders in the log output. Need a better way.
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@ -596,7 +643,6 @@ VertexArrayInfoDX9::~VertexArrayInfoDX9() {
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void TransformDrawEngineDX9::DoFlush() {
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gpuStats.numFlushes++;
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gpuStats.numTrackedVertexArrays = (int)vai_.size();
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// This is not done on every drawcall, we should collect vertex data
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@ -622,7 +668,7 @@ void TransformDrawEngineDX9::DoFlush() {
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useCache = false;
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if (useCache) {
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u32 id = ComputeFastDCID();
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u32 id = dcid_;
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auto iter = vai_.find(id);
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VertexArrayInfoDX9 *vai;
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if (iter != vai_.end()) {
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@ -639,6 +685,7 @@ void TransformDrawEngineDX9::DoFlush() {
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// Haven't seen this one before.
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u32 dataHash = ComputeHash();
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vai->hash = dataHash;
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vai->minihash = ComputeMiniHash();
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vai->status = VertexArrayInfoDX9::VAI_HASHING;
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vai->drawsUntilNextFullHash = 0;
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DecodeVerts(); // writes to indexGen
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@ -659,21 +706,18 @@ void TransformDrawEngineDX9::DoFlush() {
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vai->numFrames++;
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}
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if (vai->drawsUntilNextFullHash == 0) {
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u32 newHash = ComputeHash();
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if (newHash != vai->hash) {
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vai->status = VertexArrayInfoDX9::VAI_UNRELIABLE;
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if (vai->vbo) {
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vai->vbo->Release();
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vai->vbo = NULL;
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}
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if (vai->ebo) {
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vai->ebo->Release();
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vai->ebo = NULL;
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}
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// Let's try to skip a full hash if mini would fail.
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const u32 newMiniHash = ComputeMiniHash();
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u32 newHash = vai->hash;
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if (newMiniHash == vai->minihash) {
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newHash = ComputeHash();
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}
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if (newMiniHash != vai->minihash || newHash != vai->hash) {
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MarkUnreliable(vai);
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DecodeVerts();
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goto rotateVBO;
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}
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if (vai->numVerts > 100) {
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if (vai->numVerts > 64) {
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// exponential backoff up to 16 draws, then every 24
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vai->drawsUntilNextFullHash = std::min(24, vai->numFrames);
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} else {
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@ -686,7 +730,12 @@ void TransformDrawEngineDX9::DoFlush() {
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//}
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} else {
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vai->drawsUntilNextFullHash--;
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// TODO: "mini-hashing" the first 32 bytes of the vertex/index data or something.
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u32 newMiniHash = ComputeMiniHash();
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if (newMiniHash != vai->minihash) {
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MarkUnreliable(vai);
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DecodeVerts();
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goto rotateVBO;
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}
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}
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if (vai->vbo == 0) {
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@ -82,6 +82,7 @@ public:
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};
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u32 hash;
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u32 minihash;
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Status status;
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@ -162,9 +163,9 @@ private:
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u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, VertexDecoder *dec, int lowerBound, int upperBound, u32 vertType);
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u32 NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType);
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// drawcall ID
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u32 ComputeFastDCID();
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u32 ComputeMiniHash();
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u32 ComputeHash(); // Reads deferred vertex data.
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void MarkUnreliable(VertexArrayInfoDX9 *vai);
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VertexDecoder *GetVertexDecoder(u32 vtype);
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@ -547,8 +547,8 @@ void TransformDrawEngine::DecimateTrackedVertexArrays() {
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return;
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}
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int threshold = gpuStats.numFlips - VAI_KILL_AGE;
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int unreliableThreshold = gpuStats.numFlips - VAI_UNRELIABLE_KILL_AGE;
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const int threshold = gpuStats.numFlips - VAI_KILL_AGE;
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const int unreliableThreshold = gpuStats.numFlips - VAI_UNRELIABLE_KILL_AGE;
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int unreliableLeft = VAI_UNRELIABLE_KILL_MAX;
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for (auto iter = vai_.begin(); iter != vai_.end(); ) {
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bool kill;
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