Full-screen clears measured on a PSP (pspautotests gpu/timing/blittiming):
0.49ms on a 16-bit framebuffer whatever is cleared, 0.69ms on 8888, 1.02ms on
8888 with depth. Charging them may help games that spin hard on an empty
screen, but it's off (chargeClearTime) until tried on some. The video blit
cost moves into the same function, now EstimateFillCycles.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The blit cost remembered only the last buffer a decoder wrote into, forever.
Move the texture cache's video list (with its ageing out a few flips after
the last write) into GPUCommon, so the texture cache, the blit cost and
SoftGPU all share one. That also counts both of a double-buffered player's
frames, which exposed that a clear drawn with texturing still enabled was
being charged as a blit - skip clears and draws without texture coordinates.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Movie players like the one in Star Wars: Lethal Alliance present every decoded
frame after a single vblank wait, with no clock or timestamp check, so the
frame rate depends on decode, CSC, ATRAC decode and the GE blit adding up to
more than a vblank. We charged nearly nothing for any of them, so such movies
ran at 60 fps until the ringbuffer's slack ran out.
Costs measured on a PSP with a copy of that player (pspautotests
video/mpeg/playertiming), for a 480x272 frame:
- sceVideocodecDecode: 3.4ms (sceMpegAvcDecode 5.8ms less sceMpegAvcCsc 2.4ms)
- sceMpegBaseCscAvc: 2.4ms, was a flat 4ms
- sceAudiocodecDecode, ATRAC3+ only: 2.5ms per frame
- GE: 9.7ms for a through-mode rectangle blit from a decoded video frame,
charged by area, only for textures in the buffer a decoder last wrote.
GE time also now carries across stall address updates. Before, a list sent
in stalled chunks only had its last chunk's time counted, so sceGeDrawSync
returned 39us after a blit that takes 9.7ms. This affects every game that
builds its lists incrementally, so GE-timing-sensitive games need checking.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Fix#21363https://chat.deepseek.com/share/980xe4c2ue35te8cy2
Performance impact is minimal because sprites that require depth/fog are relatively rare, and the fallback still uses the per-pixel rectangle loop (not the full triangle rasterizer)