GPU/HW: Skip per-primitive flush for BG-FB with fbfetch

This commit is contained in:
Stenzek 2023-12-03 21:37:26 +10:00
parent 60b91a1cdb
commit 90b14d6237
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1 changed files with 6 additions and 3 deletions

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@ -2544,8 +2544,8 @@ void GPU_HW::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32
}
g_gpu_device->CopyTextureRegion(m_vram_texture.get(), dst_x * m_resolution_scale, dst_y * m_resolution_scale, 0, 0,
src_tex, src_x * m_resolution_scale, src_y * m_resolution_scale, 0,
0, width * m_resolution_scale, height * m_resolution_scale);
src_tex, src_x * m_resolution_scale, src_y * m_resolution_scale, 0, 0,
width * m_resolution_scale, height * m_resolution_scale);
if (src_tex != m_vram_texture.get())
m_vram_read_texture->MakeReadyForSampling();
}
@ -2618,11 +2618,14 @@ void GPU_HW::DispatchRenderCommand()
}
// has any state changed which requires a new batch?
// Reverse blending breaks with mixed transparent and opaque pixels, so we have to do one draw per polygon.
// If we have fbfetch, we don't need to draw it in two passes. Test case: Suikoden 2 shadows.
const GPUTransparencyMode transparency_mode =
rc.transparency_enable ? m_draw_mode.mode_reg.transparency_mode : GPUTransparencyMode::Disabled;
const bool dithering_enable = (!m_true_color && rc.IsDitheringEnabled()) ? m_GPUSTAT.dither_enable : false;
if (texture_mode != m_batch.texture_mode || transparency_mode != m_batch.transparency_mode ||
transparency_mode == GPUTransparencyMode::BackgroundMinusForeground || dithering_enable != m_batch.dithering)
(transparency_mode == GPUTransparencyMode::BackgroundMinusForeground && !m_supports_framebuffer_fetch) ||
dithering_enable != m_batch.dithering)
{
FlushRender();
}