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graphics: count DCC/CMASK metadata readbacks in the performance overlay
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@@ -1070,6 +1070,9 @@ void TextureCache::MaterializeColorClear(ImageId id, const ImageDesc& desc,
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// Finish native metadata writes before reading backing bytes. This can submit the scheduler,
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// so discovery runs before final draw uploads and never holds the texture lock across it.
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if (m_buffer_cache.IsRegionGpuModified(range.address, range.size)) {
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Common::DebugCounters::ScopedTimer timer(
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Common::DebugCounters::Counter::ColorMetadataReadbacks,
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Common::DebugCounters::Counter::ColorMetadataReadbackNs);
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m_buffer_cache.ReadMemory(range.address, range.size, false);
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}
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const auto slice_size = range.size / layers;
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@@ -310,6 +310,9 @@ void GpuActivityRows(const Snapshot& shown) {
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Row("CPU waiting on GPU",
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Fmt("%.0f ms/s (%.0f waits/s)", Rate(shown, Counter::GpuWaitNs) / 1e6,
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Rate(shown, Counter::GpuWaits)));
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Row("DCC/CMASK readbacks",
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Fmt("%.0f ms/s (%.0f/s)", Rate(shown, Counter::ColorMetadataReadbackNs) / 1e6,
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Rate(shown, Counter::ColorMetadataReadbacks)));
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}
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void CompilationRows(const Snapshot& shown) {
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