mirror of https://github.com/PCSX2/pcsx2.git
Merge pull request #2122 from PCSX2/target_load
GSdx-TC: Fix load size calculation in target update Fixes #1972 Fixes #2110 Fixes #2138
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084530eeca
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@ -1457,3 +1457,9 @@ enum class CRCHackLevel : int8
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Full,
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Aggressive
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};
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#ifdef ENABLE_ACCURATE_BUFFER_EMULATION
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const GSVector2i default_rt_size(2048, 2048);
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#else
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const GSVector2i default_rt_size(1280, 1024);
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#endif
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@ -23,8 +23,8 @@
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#include "GSRendererHW.h"
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GSRendererHW::GSRendererHW(GSTextureCache* tc)
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: m_width(native_buffer.x)
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, m_height(native_buffer.y)
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: m_width(default_rt_size.x)
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, m_height(default_rt_size.y)
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, m_custom_width(1024)
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, m_custom_height(1024)
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, m_reset(false)
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@ -159,8 +159,8 @@ void GSRendererHW::CustomResolutionScaling()
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return;
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m_tc->RemovePartial();
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m_width = std::max(m_width, native_buffer.x);
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m_height = std::max(framebuffer_height[m_large_framebuffer], native_buffer.y);
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m_width = std::max(m_width, default_rt_size.x);
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m_height = std::max(framebuffer_height[m_large_framebuffer], default_rt_size.y);
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std::string overhead = std::to_string(framebuffer_height[1] - framebuffer_height[0]);
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std::string message = "(Custom resolution) Framebuffer size set to " + std::to_string(crtc_width) + "x" + std::to_string(crtc_height);
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@ -30,7 +30,6 @@
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class GSRendererHW : public GSRenderer
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{
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private:
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GSVector2i native_buffer = GSVector2i{1280, 1024};
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int m_width;
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int m_height;
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int m_custom_width;
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@ -1846,18 +1846,13 @@ void GSTextureCache::Target::Update()
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// Alternate
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// 1/ uses multiple vertex rectangle
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GSVector2i t_size = m_texture->GetSize();
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GSVector2 t_scale = m_texture->GetScale();
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GSVector2i t_size = default_rt_size;
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//Avoids division by zero when calculating texture size.
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t_scale = GSVector2(std::max(1.0f, t_scale.x), std::max(1.0f, t_scale.y));
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t_size.x = lround(static_cast<float>(t_size.x) / t_scale.x);
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t_size.y = lround(static_cast<float>(t_size.y) / t_scale.y);
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// Don't load above the GS memory
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int max_y_blocks = (MAX_BLOCKS - m_TEX0.TBP0) / std::max(1u, m_TEX0.TBW);
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int max_y = (max_y_blocks >> 5) * GSLocalMemory::m_psm[m_TEX0.PSM].pgs.y;
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t_size.y = std::min(t_size.y, max_y);
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// Ensure buffer width is at least of the minimum required value.
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// Probably not necessary but doesn't hurt to be on the safe side.
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// I've seen some games use buffer sizes over 1024, which might bypass our default limit
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int buffer_width = m_TEX0.TBW << 6;
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t_size.x = std::max(buffer_width, t_size.x);
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GSVector4i r = m_dirty.GetDirtyRectAndClear(m_TEX0, t_size);
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@ -23,6 +23,7 @@
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//#define ENABLE_VTUNE
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//#define ENABLE_PCRTC_DEBUG
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//#define ENABLE_ACCURATE_BUFFER_EMULATION
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#define ENABLE_JIT_RASTERIZER
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#define EXTERNAL_SHADER_LOADING 1
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