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texture_cache: Try to Reconstruct Surface on bigger than overlap.
This fixes clouds in SMO Cap Kingdom and lens on Cloud Kingdom. Also moved accurate_gpu setting check to Pick Strategy
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@ -295,6 +295,9 @@ private:
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RecycleStrategy PickStrategy(std::vector<TSurface>& overlaps, const SurfaceParams& params,
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const GPUVAddr gpu_addr, const bool untopological) {
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if (Settings::values.use_accurate_gpu_emulation) {
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return RecycleStrategy::Flush;
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}
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// 3D Textures decision
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if (params.block_depth > 1 || params.target == SurfaceTarget::Texture3D) {
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return RecycleStrategy::Flush;
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@ -319,10 +322,7 @@ private:
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for (auto surface : overlaps) {
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Unregister(surface);
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}
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RecycleStrategy strategy = !Settings::values.use_accurate_gpu_emulation
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? PickStrategy(overlaps, params, gpu_addr, untopological)
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: RecycleStrategy::Flush;
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switch (strategy) {
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switch (PickStrategy(overlaps, params, gpu_addr, untopological)) {
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case RecycleStrategy::Ignore: {
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return InitializeSurface(gpu_addr, params, preserve_contents);
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}
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@ -453,6 +453,13 @@ private:
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if (overlaps.size() == 1) {
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TSurface current_surface = overlaps[0];
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if (!current_surface->IsInside(gpu_addr, gpu_addr + candidate_size)) {
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if (current_surface->GetGpuAddr() == gpu_addr) {
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std::optional<std::pair<TSurface, TView>> view =
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ReconstructSurface(overlaps, params, gpu_addr, host_ptr);
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if (view.has_value()) {
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return *view;
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}
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}
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return RecycleSurface(overlaps, params, gpu_addr, preserve_contents, false);
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}
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std::optional<TView> view =
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