Texture Cache: Only do buffer copies on accurate GPU. (#3634)
This is a simple optimization as Buffer Copies are mostly used for texture recycling. They are, however, useful when games abuse undefined behavior but most 3D APIs forbid it.
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@ -509,7 +509,9 @@ private:
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const auto& final_params = new_surface->GetSurfaceParams();
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const auto& final_params = new_surface->GetSurfaceParams();
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if (cr_params.type != final_params.type) {
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if (cr_params.type != final_params.type) {
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BufferCopy(current_surface, new_surface);
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if (Settings::values.use_accurate_gpu_emulation) {
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BufferCopy(current_surface, new_surface);
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}
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} else {
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} else {
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std::vector<CopyParams> bricks = current_surface->BreakDown(final_params);
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std::vector<CopyParams> bricks = current_surface->BreakDown(final_params);
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for (auto& brick : bricks) {
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for (auto& brick : bricks) {
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