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texture_cache: Refactor Render Target scaling function
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@ -192,19 +192,8 @@ void TextureCache<P>::SynchronizeComputeDescriptors() {
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}
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template <class P>
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void TextureCache<P>::UpdateRenderTargets(bool is_clear) {
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using namespace VideoCommon::Dirty;
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bool TextureCache<P>::RescaleRenderTargets(bool is_clear) {
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auto& flags = maxwell3d.dirty.flags;
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if (!flags[Dirty::RenderTargets]) {
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for (size_t index = 0; index < NUM_RT; ++index) {
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ImageViewId& color_buffer_id = render_targets.color_buffer_ids[index];
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PrepareImageView(color_buffer_id, true, is_clear && IsFullClear(color_buffer_id));
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}
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const ImageViewId depth_buffer_id = render_targets.depth_buffer_id;
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PrepareImageView(depth_buffer_id, true, is_clear && IsFullClear(depth_buffer_id));
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return;
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}
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u32 scale_rating = 0;
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bool rescaled = false;
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std::array<ImageId, NUM_RT> tmp_color_images{};
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@ -281,8 +270,6 @@ void TextureCache<P>::UpdateRenderTargets(bool is_clear) {
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scale_rating = 1;
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}
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} while (has_deleted_images);
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// Rescale End
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const auto set_rating = [this, scale_rating](ImageId image_id) {
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if (image_id != CORRUPT_ID) {
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Image& image = slot_images[image_id];
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@ -297,6 +284,24 @@ void TextureCache<P>::UpdateRenderTargets(bool is_clear) {
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}
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set_rating(tmp_depth_image);
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return rescaled;
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}
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template <class P>
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void TextureCache<P>::UpdateRenderTargets(bool is_clear) {
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using namespace VideoCommon::Dirty;
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auto& flags = maxwell3d.dirty.flags;
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if (!flags[Dirty::RenderTargets]) {
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for (size_t index = 0; index < NUM_RT; ++index) {
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ImageViewId& color_buffer_id = render_targets.color_buffer_ids[index];
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PrepareImageView(color_buffer_id, true, is_clear && IsFullClear(color_buffer_id));
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}
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const ImageViewId depth_buffer_id = render_targets.depth_buffer_id;
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PrepareImageView(depth_buffer_id, true, is_clear && IsFullClear(depth_buffer_id));
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return;
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}
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const bool rescaled = RescaleRenderTargets(is_clear);
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if (is_rescaling != rescaled) {
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flags[Dirty::RescaleViewports] = true;
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flags[Dirty::RescaleScissors] = true;
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@ -119,6 +119,11 @@ public:
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/// Refresh the state for compute image view and sampler descriptors
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void SynchronizeComputeDescriptors();
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/// Updates the Render Targets if they can be rescaled
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/// @param is_clear True when the render targets are being used for clears
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/// @retval True if the Render Targets have been rescaled.
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bool RescaleRenderTargets(bool is_clear);
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/// Update bound render targets and upload memory if necessary
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/// @param is_clear True when the render targets are being used for clears
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void UpdateRenderTargets(bool is_clear);
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