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FramebufferManager: Implement EFB tile cache #7838

merged 5 commits into from Mar 12, 2019


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stenzek commented Mar 2, 2019

Fixes the SMG performance regression in dual core.

Currently it adds a UI option for tweaking the tile size, but once we work out what a good size is, we can drop it (probably before merge). Some games might benefit from larger tiles (or no tiles, which is value 0).

@stenzek stenzek force-pushed the stenzek:efb-tile-cache branch 6 times, most recently from ed0aacf to f3ef019 Mar 2, 2019


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AwesomeMarioFan commented Mar 4, 2019

Thanks for fixing this! I have tested this on the D3D11 backend and I am seeing ~30% faster speeds now using dual core. (This is with 'Defer CPU Cache Invalidation' checked and the Tile Size set to 0.) This is even better performance than I was seeing before version 9638.

stenzek added some commits Mar 2, 2019

VideoConfig: Add SupportsPartialDepthCopies to backend info
D3D11 doesn't support partial copies of depth buffers via
CopySubResource(), so we need to use a different path for the EFB cache.
FramebufferManager: Implement EFB tile cache
The new tile cache is dynamic in size and can be turned on/off.

@stenzek stenzek force-pushed the stenzek:efb-tile-cache branch from f3ef019 to 9293c82 Mar 9, 2019

GameIni: Disable EFB CPU tile cache on F-Zero GX
In the Sand Ocean track, EFB peeks occur across the whole screen.
This leads to slow performance with the tile cache enabled, so disable it.

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JMC47 commented Mar 11, 2019

I think we should enable Defer Invalidation by default in certain games. That can be done in a separate Pull Request if we want to be honest.

@JMC47 JMC47 merged commit 22e7419 into dolphin-emu:master Mar 12, 2019

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@stenzek stenzek deleted the stenzek:efb-tile-cache branch Mar 13, 2019

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