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rsx: Allow longer dispatch queues to accomodate games with high draw call count
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@ -102,8 +102,8 @@ namespace rsx
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const u32 min_zcull_tick_us = 100;
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// Number of occlusion query slots available. Real hardware actually has far fewer units before choking
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const u32 occlusion_query_count = 1024;
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const u32 max_safe_queue_depth = 892;
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const u32 occlusion_query_count = 2048;
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const u32 max_safe_queue_depth = 1792;
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bool unit_enabled = false; // The ZCULL unit is on
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bool write_enabled = false; // A surface in the ZCULL-monitored tile region has been loaded for rasterization
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@ -111,7 +111,7 @@ namespace rsx
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bool zpass_count_enabled = false; // Collecting of ZPASS statistics is enabled. If this is off, the counter does not increment
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bool host_queries_active = false; // The backend/host is gathering Z data for the ZCULL unit
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std::array<occlusion_query_info, 1024> m_occlusion_query_data = {};
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std::array<occlusion_query_info, 2048> m_occlusion_query_data = {};
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std::stack<occlusion_query_info*> m_free_occlusion_pool{};
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occlusion_query_info* m_current_task = nullptr;
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@ -19,7 +19,7 @@
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#define VK_FRAGMENT_CONSTANTS_BUFFER_SIZE_M 16
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#define VK_INDEX_RING_BUFFER_SIZE_M 16
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#define VK_MAX_ASYNC_CB_COUNT 256
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#define VK_MAX_ASYNC_CB_COUNT 512
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#define VK_MAX_ASYNC_FRAMES 2
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#define FRAME_PRESENT_TIMEOUT 10000000ull // 10 seconds
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