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Add and update some comments.
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@@ -306,6 +306,8 @@ public:
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return swapchainFormat_;
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}
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// 1 for no frame overlap and thus minimal latency but worst performance.
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// 2 is an OK compromise, while 3 performs best but risks slightly higher latency.
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enum {
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MAX_INFLIGHT_FRAMES = 3,
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};
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@@ -35,6 +35,7 @@ public:
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void UploadMip(VkCommandBuffer cmd, int mip, int mipWidth, int mipHeight, VkBuffer buffer, uint32_t offset, size_t rowLength); // rowLength is in pixels
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void EndCreate(VkCommandBuffer cmd);
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// Dangerous.
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void TransitionForUpload(VkCommandBuffer cmd);
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int GetNumMips() const { return numMips_; }
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+4
-1
@@ -236,7 +236,10 @@
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<ClCompile Include="FileSystems\VirtualDiscFileSystem.cpp" />
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<ClCompile Include="Font\PGF.cpp" />
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<ClCompile Include="HDRemaster.cpp" />
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<ClCompile Include="HLE\HLE.cpp" />
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<ClCompile Include="HLE\HLE.cpp">
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<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">MaxSpeed</Optimization>
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<BasicRuntimeChecks Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Default</BasicRuntimeChecks>
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</ClCompile>
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<ClCompile Include="HLE\HLEHelperThread.cpp" />
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<ClCompile Include="HLE\HLETables.cpp" />
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<ClCompile Include="HLE\proAdhoc.cpp" />
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@@ -514,9 +514,6 @@ void TextureCacheD3D11::BuildTexture(TexCacheEntry *const entry, bool replaceIma
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}
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}
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// If GLES3 is available, we can preallocate the storage, which makes texture loading more efficient.
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DXGI_FORMAT dstFmt = GetDestFormat(GETextureFormat(entry->format), gstate.getClutPaletteFormat());
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int scaleFactor = standardScaleFactor_;
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// Rachet down scale factor in low-memory mode.
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@@ -573,6 +570,8 @@ void TextureCacheD3D11::BuildTexture(TexCacheEntry *const entry, bool replaceIma
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maxLevel = 0;
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}
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DXGI_FORMAT dstFmt = GetDestFormat(GETextureFormat(entry->format), gstate.getClutPaletteFormat());
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if (IsFakeMipmapChange()) {
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// NOTE: Since the level is not part of the cache key, we assume it never changes.
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u8 level = std::max(0, gstate.getTexLevelOffset16() / 16);
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