Do not consider XFB copies for invalidating textures when loading a new texture.
This fixes severe image flickering in some cutscenes of Twin Snakes. The game appears to sometimes load a previously made XFB copy as a texture before it is actually rendered to the screen, which we took as an invitation to invalidate the XFB copy.
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@ -811,6 +811,11 @@ TextureCacheBase::GetTexture(u32 address, u32 width, u32 height, const TextureFo
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continue;
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}
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// TODO: Some games (Rogue Squadron 3, Twin Snakes) seem to load a previously made XFB
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// copy as a regular texture. You can see this particularly well in RS3 whenever the
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// game freezes the image and fades it out to black on screen transitions, which fades
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// out a purple screen in XFB2Tex. Check for this here and convert them if necessary.
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// Do not load strided EFB copies, they are not meant to be used directly.
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// Also do not directly load EFB copies, which were partly overwritten.
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if (entry->IsEfbCopy() && entry->native_width == nativeW && entry->native_height == nativeH &&
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@ -863,8 +868,10 @@ TextureCacheBase::GetTexture(u32 address, u32 width, u32 height, const TextureFo
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// improves the performance a lot in some games that use paletted textures.
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// Example: Sonic the Fighters (inside Sonic Gems Collection)
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// Skip EFB copies here, so they can be used for partial texture updates
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// Also skip XFB copies, we might need to still scan them out
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// or load them as regular textures later.
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if (entry->frameCount != FRAMECOUNT_INVALID && entry->frameCount < temp_frameCount &&
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!entry->IsEfbCopy() && !(isPaletteTexture && entry->base_hash == base_hash))
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!entry->IsCopy() && !(isPaletteTexture && entry->base_hash == base_hash))
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{
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temp_frameCount = entry->frameCount;
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oldest_entry = iter;
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