diff --git a/pcsx2/GS/GSState.cpp b/pcsx2/GS/GSState.cpp index e34d4aea11..d82ae80cd2 100644 --- a/pcsx2/GS/GSState.cpp +++ b/pcsx2/GS/GSState.cpp @@ -2923,7 +2923,7 @@ __forceinline void GSState::HandleAutoFlush() const GSVector2i offset = GSVector2i(m_context->XYOFFSET.OFX, m_context->XYOFFSET.OFY); const GSVector4i scissor = GSVector4i(m_context->scissor.in); - GSVector4i old_tex_rect = GSVector4i(0, 0, 0, 0); + GSVector4i old_tex_rect = GSVector4i::zero(); int current_draw_end = m_index.tail; while (current_draw_end >= n) diff --git a/pcsx2/GS/Renderers/HW/GSTextureCache.cpp b/pcsx2/GS/Renderers/HW/GSTextureCache.cpp index 685d22ab10..d4c7d81d8c 100644 --- a/pcsx2/GS/Renderers/HW/GSTextureCache.cpp +++ b/pcsx2/GS/Renderers/HW/GSTextureCache.cpp @@ -386,11 +386,18 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, con // 2/ even with upscaling // 3/ for both Direct3D and OpenGL if (GSConfig.UserHacks_CPUFBConversion && (psm == PSM_PSMT4 || psm == PSM_PSMT8)) + { // Forces 4-bit and 8-bit frame buffer conversion to be done on the CPU instead of the GPU, but performance will be slower. // There is no dedicated shader to handle 4-bit conversion (Stuntman has been confirmed to use 4-bit). // Direct3D10/11 and OpenGL support 8-bit fb conversion but don't render some corner cases properly (Harry Potter games). // The hack can fix glitches in some games. - Read(t, t->m_valid); + if (!t->m_drawn_since_read.rempty()) + { + Read(t, t->m_drawn_since_read); + + t->m_drawn_since_read = GSVector4i::zero(); + } + } else dst = t; @@ -762,7 +769,6 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, con GL_CACHE("TC: Lookup %s(%s) %dx%d, miss (0x%x, %s)", is_frame ? "Frame" : "Target", to_string(type), size.x, size.y, bp, psm_str(TEX0.PSM)); dst = CreateTarget(TEX0, size.x, size.y, type, true); - // In theory new textures contain invalidated data. Still in theory a new target // must contains the content of the GS memory. // In practice, TC will wrongly invalidate some RT. For example due to write on the alpha @@ -813,7 +819,8 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, con } if (is_frame) dst->m_dirty_alpha = false; - + + dst->readbacks_since_draw = 0; assert(dst && dst->m_texture && dst->m_texture->GetScale() == new_s); assert(dst && dst->m_dirty.empty()); @@ -1410,7 +1417,14 @@ void GSTextureCache::InvalidateLocalMem(const GSOffset& off, const GSVector4i& r if (GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM)) { if (GSUtil::HasCompatibleBits(psm, t->m_TEX0.PSM)) - Read(t, r.rintersect(t->m_valid)); + { + const GSVector4i draw_rect = (t->readbacks_since_draw > 0) ? t->m_drawn_since_read : r.rintersect(t->m_drawn_since_read); + Read(t, draw_rect); + + t->readbacks_since_draw++; + if(draw_rect.rintersect(t->m_drawn_since_read).eq(t->m_drawn_since_read)) + t->m_drawn_since_read = GSVector4i::zero(); + } } } } @@ -1449,6 +1463,10 @@ void GSTextureCache::InvalidateLocalMem(const GSOffset& off, const GSVector4i& r // note: r.rintersect breaks Wizardry and Chaos Legion // Read(t, t->m_valid) works in all tested games but is very slow in GUST titles >< + // If the game has been spamming downloads, we've already read the whole texture back at this point. + if (t->m_drawn_since_read.rempty()) + continue; + // propagate the format from the result of a channel effect // texture is 16/8 bit but the real data is 32 // common use for shuffling is moving data into the alpha channel @@ -1464,16 +1482,39 @@ void GSTextureCache::InvalidateLocalMem(const GSOffset& off, const GSVector4i& r const GSVector4i rb_rc((!GSConfig.UserHacks_DisablePartialInvalidation && targetr.x == 0 && targetr.y == 0) ? t->m_valid : targetr.rintersect(t->m_valid)); DevCon.Error("Skipping depth readback of %ux%u @ %u,%u", rb_rc.width(), rb_rc.height(), rb_rc.left, rb_rc.top); } - else if (GSConfig.UserHacks_DisablePartialInvalidation) - { - Read(t, targetr.rintersect(t->m_valid)); - } else { - if (targetr.x == 0 && targetr.y == 0) // Full screen read? - Read(t, t->m_valid); - else // Block level read? - Read(t, targetr.rintersect(t->m_valid)); + // If it's a download to the EE, or we've done multiple reads of the same texture between draws, just get it all. + if (!GSConfig.UserHacks_DisablePartialInvalidation && t->readbacks_since_draw > 0) + { + Read(t, t->m_drawn_since_read); + t->m_drawn_since_read = GSVector4i::zero(); + t->readbacks_since_draw++; + } + else if(!targetr.rintersect(t->m_drawn_since_read).rempty()) // Block level read? + { + // Read full width of drawn area, it's not much slower and makes invalidation easier. + GSVector4i full_lines = GSVector4i(0, targetr.y, t->m_valid.z, targetr.w); + full_lines = full_lines.rintersect(t->m_drawn_since_read); + + Read(t, full_lines); + + // After reading, try to cut down our "dirty" rect. + if (full_lines.rintersect(t->m_drawn_since_read).eq(t->m_drawn_since_read)) + t->m_drawn_since_read = GSVector4i::zero(); + else + { + // Try to cut down how much we read next, if we can. + if (full_lines.w >= t->m_drawn_since_read.y) + { + if (full_lines.y <= t->m_drawn_since_read.y) + t->m_drawn_since_read.y = full_lines.w; + else if (full_lines.w >= t->m_drawn_since_read.w) + t->m_drawn_since_read.w = full_lines.y; + } + } + t->readbacks_since_draw++; + } } } } @@ -3194,6 +3235,7 @@ void GSTextureCache::Target::UpdateValidity(const GSVector4i& rect) else m_valid = m_valid.runion(rect); + m_drawn_since_read = m_drawn_since_read.runion(rect); // Block of the bottom right texel of the validity rectangle, last valid block of the texture // TODO: This is not correct when the PSM changes. e.g. a 512x448 target being shuffled will become 512x896 temporarily, and // at the moment, we blow the valid rect out to twice the size. The only thing stopping everything breaking is the fact diff --git a/pcsx2/GS/Renderers/HW/GSTextureCache.h b/pcsx2/GS/Renderers/HW/GSTextureCache.h index b207a10f6a..a5f4a251e4 100644 --- a/pcsx2/GS/Renderers/HW/GSTextureCache.h +++ b/pcsx2/GS/Renderers/HW/GSTextureCache.h @@ -234,13 +234,15 @@ public: class Target : public Surface { public: - const int m_type; - bool m_used; + const int m_type = 0; + bool m_used = false; GSDirtyRectList m_dirty; - GSVector4i m_valid; - const bool m_depth_supported; - bool m_dirty_alpha; - bool m_is_frame; + GSVector4i m_valid{}; + GSVector4i m_drawn_since_read{}; + const bool m_depth_supported = false; + bool m_dirty_alpha = true; + bool m_is_frame = false; + int readbacks_since_draw = 0; public: Target(const GIFRegTEX0& TEX0, const bool depth_supported, const int type);