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VideoCommon: Remember to flush command buffers after multiple EFB copies
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@ -757,6 +757,16 @@ void VertexManagerBase::OnDraw()
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{
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m_draw_counter++;
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// If the last efb copy was too close to the one before it, don't forget about it until the next
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// efb copy happens (which might not be for a long time)
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u32 diff = m_draw_counter - m_last_efb_copy_draw_counter;
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if (m_unflushed_efb_copy && diff > MINIMUM_DRAW_CALLS_PER_COMMAND_BUFFER_FOR_READBACK)
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{
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g_renderer->Flush();
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m_unflushed_efb_copy = false;
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m_last_efb_copy_draw_counter = m_draw_counter;
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}
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// If we didn't have any CPU access last frame, do nothing.
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if (m_scheduled_command_buffer_kicks.empty() || !m_allow_background_execution)
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return;
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@ -768,6 +778,8 @@ void VertexManagerBase::OnDraw()
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{
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// Kick a command buffer on the background thread.
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g_renderer->Flush();
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m_unflushed_efb_copy = false;
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m_last_efb_copy_draw_counter = m_draw_counter;
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}
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}
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@ -794,8 +806,12 @@ void VertexManagerBase::OnEFBCopyToRAM()
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const u32 diff = m_draw_counter - m_last_efb_copy_draw_counter;
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m_last_efb_copy_draw_counter = m_draw_counter;
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if (diff < MINIMUM_DRAW_CALLS_PER_COMMAND_BUFFER_FOR_READBACK)
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{
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m_unflushed_efb_copy = true;
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return;
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}
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m_unflushed_efb_copy = false;
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g_renderer->Flush();
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}
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@ -210,6 +210,7 @@ private:
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// CPU access tracking
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u32 m_draw_counter = 0;
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u32 m_last_efb_copy_draw_counter = 0;
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bool m_unflushed_efb_copy = false;
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std::vector<u32> m_cpu_accesses_this_frame;
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std::vector<u32> m_scheduled_command_buffer_kicks;
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bool m_allow_background_execution = true;
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