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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refractionpcsx2 2018-03-03 03:31:25 +00:00 committed by GitHub
commit 084530eeca
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5 changed files with 17 additions and 16 deletions

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@ -1457,3 +1457,9 @@ enum class CRCHackLevel : int8
Full, Full,
Aggressive Aggressive
}; };
#ifdef ENABLE_ACCURATE_BUFFER_EMULATION
const GSVector2i default_rt_size(2048, 2048);
#else
const GSVector2i default_rt_size(1280, 1024);
#endif

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@ -23,8 +23,8 @@
#include "GSRendererHW.h" #include "GSRendererHW.h"
GSRendererHW::GSRendererHW(GSTextureCache* tc) GSRendererHW::GSRendererHW(GSTextureCache* tc)
: m_width(native_buffer.x) : m_width(default_rt_size.x)
, m_height(native_buffer.y) , m_height(default_rt_size.y)
, m_custom_width(1024) , m_custom_width(1024)
, m_custom_height(1024) , m_custom_height(1024)
, m_reset(false) , m_reset(false)
@ -159,8 +159,8 @@ void GSRendererHW::CustomResolutionScaling()
return; return;
m_tc->RemovePartial(); m_tc->RemovePartial();
m_width = std::max(m_width, native_buffer.x); m_width = std::max(m_width, default_rt_size.x);
m_height = std::max(framebuffer_height[m_large_framebuffer], native_buffer.y); m_height = std::max(framebuffer_height[m_large_framebuffer], default_rt_size.y);
std::string overhead = std::to_string(framebuffer_height[1] - framebuffer_height[0]); std::string overhead = std::to_string(framebuffer_height[1] - framebuffer_height[0]);
std::string message = "(Custom resolution) Framebuffer size set to " + std::to_string(crtc_width) + "x" + std::to_string(crtc_height); 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 @@
class GSRendererHW : public GSRenderer class GSRendererHW : public GSRenderer
{ {
private: private:
GSVector2i native_buffer = GSVector2i{1280, 1024};
int m_width; int m_width;
int m_height; int m_height;
int m_custom_width; int m_custom_width;

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@ -1846,18 +1846,13 @@ void GSTextureCache::Target::Update()
// Alternate // Alternate
// 1/ uses multiple vertex rectangle // 1/ uses multiple vertex rectangle
GSVector2i t_size = m_texture->GetSize(); GSVector2i t_size = default_rt_size;
GSVector2 t_scale = m_texture->GetScale();
//Avoids division by zero when calculating texture size. // Ensure buffer width is at least of the minimum required value.
t_scale = GSVector2(std::max(1.0f, t_scale.x), std::max(1.0f, t_scale.y)); // Probably not necessary but doesn't hurt to be on the safe side.
t_size.x = lround(static_cast<float>(t_size.x) / t_scale.x); // I've seen some games use buffer sizes over 1024, which might bypass our default limit
t_size.y = lround(static_cast<float>(t_size.y) / t_scale.y); int buffer_width = m_TEX0.TBW << 6;
t_size.x = std::max(buffer_width, t_size.x);
// Don't load above the GS memory
int max_y_blocks = (MAX_BLOCKS - m_TEX0.TBP0) / std::max(1u, m_TEX0.TBW);
int max_y = (max_y_blocks >> 5) * GSLocalMemory::m_psm[m_TEX0.PSM].pgs.y;
t_size.y = std::min(t_size.y, max_y);
GSVector4i r = m_dirty.GetDirtyRectAndClear(m_TEX0, t_size); GSVector4i r = m_dirty.GetDirtyRectAndClear(m_TEX0, t_size);

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@ -23,6 +23,7 @@
//#define ENABLE_VTUNE //#define ENABLE_VTUNE
//#define ENABLE_PCRTC_DEBUG //#define ENABLE_PCRTC_DEBUG
//#define ENABLE_ACCURATE_BUFFER_EMULATION
#define ENABLE_JIT_RASTERIZER #define ENABLE_JIT_RASTERIZER
#define EXTERNAL_SHADER_LOADING 1 #define EXTERNAL_SHADER_LOADING 1