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fix fetch shader V_SAD_U32, video-out buffer overlap
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@@ -2578,11 +2578,13 @@ void TextureCache::RefreshVideoOut(VideoOutVulkanImage* image, bool render_targe
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if (cached.gpu_modified) {
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return;
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}
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const auto& info = cached.video_out;
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const bool image_dirty = m_memory_tracker.IsRegionCpuModified(info.address, info.size);
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const bool buffer_dirty = cached.buffer_modified ||
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m_buffer_cache.IsRegionCpuModified(info.address, info.size) ||
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m_buffer_cache.IsRegionGpuModified(info.address, info.size);
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const auto& info = cached.video_out;
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const bool image_dirty = m_memory_tracker.IsRegionCpuModified(info.address, info.size);
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const bool buffer_overlap = m_buffer_cache.HasPageOverlap(info.address, info.size);
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const bool buffer_dirty =
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cached.buffer_modified ||
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(buffer_overlap && (m_buffer_cache.IsRegionCpuModified(info.address, info.size) ||
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m_buffer_cache.IsRegionGpuModified(info.address, info.size)));
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if (!image_dirty && !buffer_dirty) {
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if (info.compression == VideoOutCompression::Uncompressed ||
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CanUseVideoOutNativeWithoutUpload(info.compression, render_target, false, false)) {
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