Implement handling for texture cache flickering
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@@ -1491,7 +1491,32 @@ ImageId TextureCache<P>::JoinImages(const ImageInfo& info, GPUVAddr gpu_addr, DA
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for (const ImageId overlap_id : join_ignore_textures) {
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Image& overlap = slot_images[overlap_id];
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if (True(overlap.flags & ImageFlagBits::GpuModified)) {
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UNIMPLEMENTED();
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// Merge GPU-modified contents from the overlapping image into the newly
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// created image to preserve guest-visible data. Compute shrink/scale
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// copies and dispatch a GPU-side copy. This mirrors the behavior used
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// for overlaps handled in join_copies_to_do above.
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new_image.flags |= ImageFlagBits::GpuModified;
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const auto& resolution = Settings::values.resolution_info;
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const auto base_opt = new_image.TryFindBase(overlap.gpu_addr);
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if (base_opt) {
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const SubresourceBase base = base_opt.value();
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const u32 up_scale = can_rescale ? resolution.up_scale : 1;
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const u32 down_shift = can_rescale ? resolution.down_shift : 0;
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auto copies = MakeShrinkImageCopies(new_info, overlap.info, base, up_scale, down_shift);
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if (overlap.info.num_samples != new_image.info.num_samples) {
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runtime.CopyImageMSAA(new_image, overlap, FixSmallVectorADL(copies));
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} else {
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runtime.CopyImage(new_image, overlap, FixSmallVectorADL(copies));
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}
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new_image.modification_tick = overlap.modification_tick;
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} else {
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// If we cannot determine a base mapping, fallback to preserving the
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// overlap (avoid deleting GPU-modified data) and log the event so
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// it can be investigated, we're trying to pinpoint the issue of texture flickering.
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LOG_WARNING(HW_GPU, "Could not map overlap gpu_addr {:#x} into new image; preserving overlap {}",
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overlap.gpu_addr, overlap_id);
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continue;
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}
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}
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if (True(overlap.flags & ImageFlagBits::Tracked)) {
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UntrackImage(overlap, overlap_id);
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