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GPU: Switch vertex/lookup hashes to XXH3.
This is faster pretty much everywhere.
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@@ -35,7 +35,6 @@
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#include "Common/Vulkan/VulkanContext.h"
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#include "Common/Vulkan/VulkanMemory.h"
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#include "GPU/Common/TextureDecoder.h"
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#include "GPU/Common/SplineCommon.h"
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#include "GPU/Common/TransformCommon.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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@@ -653,7 +652,7 @@ void DrawEngineVulkan::DoFlush() {
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case VertexArrayInfoVulkan::VAI_NEW:
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{
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// Haven't seen this one before. We don't actually upload the vertex data yet.
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ReliableHashType dataHash = ComputeHash();
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uint64_t dataHash = ComputeHash();
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vai->hash = dataHash;
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vai->minihash = ComputeMiniHash();
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vai->status = VertexArrayInfoVulkan::VAI_HASHING;
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@@ -678,7 +677,7 @@ void DrawEngineVulkan::DoFlush() {
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if (vai->drawsUntilNextFullHash == 0) {
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// Let's try to skip a full hash if mini would fail.
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const u32 newMiniHash = ComputeMiniHash();
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ReliableHashType newHash = vai->hash;
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uint64_t newHash = vai->hash;
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if (newMiniHash == vai->minihash) {
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newHash = ComputeHash();
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}
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