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[d3d9] Remove IsUploading from CommonTexture
This was always true on subsequent Lock calls. The first lock was handled by the 'freshly allocated fast path' anyway.
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@ -350,10 +350,6 @@ namespace dxvk {
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bool Srgb);
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D3D9SubresourceBitset& GetUploadBitmask() { return m_needsUpload; }
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void SetUploading(UINT Subresource, bool uploading) { m_uploading.set(Subresource, uploading); }
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void ClearUploading() { m_uploading.clearAll(); }
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bool GetUploading(UINT Subresource) const { return m_uploading.get(Subresource); }
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void SetNeedsUpload(UINT Subresource, bool upload) { m_needsUpload.set(Subresource, upload); }
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bool GetNeedsUpload(UINT Subresource) const { return m_needsUpload.get(Subresource); }
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bool NeedsAnyUpload() { return m_needsUpload.any(); }
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@ -404,7 +400,6 @@ namespace dxvk {
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D3D9SubresourceBitset m_dirty = { };
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D3D9SubresourceBitset m_uploading = { };
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D3D9SubresourceBitset m_needsUpload = { };
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DWORD m_exposedMipLevels = 0;
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@ -3988,16 +3988,13 @@ namespace dxvk {
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// calling app promises not to overwrite data that is in use
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// or is reading. Remember! This will only trigger for MANAGED resources
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// that cannot get affected by GPU, therefore readonly is A-OK for NOT waiting.
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const bool uploading = pResource->GetUploading(Subresource);
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const bool skipWait = (managed && !uploading) || (readOnly && managed) || scratch || (readOnly && systemmem && !dirty);
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const bool skipWait = (readOnly && managed) || scratch || (readOnly && systemmem && !dirty);
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if (alloced)
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std::memset(physSlice.mapPtr, 0, physSlice.length);
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else if (!skipWait) {
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if (!WaitForResource(mappedBuffer, Flags))
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return D3DERR_WASSTILLDRAWING;
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pResource->ClearUploading();
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}
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}
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else {
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@ -4189,8 +4186,6 @@ namespace dxvk {
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auto convertFormat = pResource->GetFormatMapping().ConversionFormatInfo;
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pResource->SetUploading(Subresource, true);
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if (likely(convertFormat.FormatType == D3D9ConversionFormat_None)) {
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EmitCs([
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cSrcBuffer = copyBuffer,
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