mirror of https://github.com/PCSX2/pcsx2.git
GS-HW: Optimise readback performance for some cases
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@ -2923,7 +2923,7 @@ __forceinline void GSState::HandleAutoFlush()
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const GSVector2i offset = GSVector2i(m_context->XYOFFSET.OFX, m_context->XYOFFSET.OFY);
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const GSVector4i scissor = GSVector4i(m_context->scissor.in);
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GSVector4i old_tex_rect = GSVector4i(0, 0, 0, 0);
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GSVector4i old_tex_rect = GSVector4i::zero();
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int current_draw_end = m_index.tail;
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while (current_draw_end >= n)
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@ -386,11 +386,18 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, con
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// 2/ even with upscaling
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// 3/ for both Direct3D and OpenGL
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if (GSConfig.UserHacks_CPUFBConversion && (psm == PSM_PSMT4 || psm == PSM_PSMT8))
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{
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// Forces 4-bit and 8-bit frame buffer conversion to be done on the CPU instead of the GPU, but performance will be slower.
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// There is no dedicated shader to handle 4-bit conversion (Stuntman has been confirmed to use 4-bit).
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// Direct3D10/11 and OpenGL support 8-bit fb conversion but don't render some corner cases properly (Harry Potter games).
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// The hack can fix glitches in some games.
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Read(t, t->m_valid);
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if (!t->m_drawn_since_read.rempty())
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{
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Read(t, t->m_drawn_since_read);
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t->m_drawn_since_read = GSVector4i::zero();
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}
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}
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else
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dst = t;
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@ -762,7 +769,6 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, con
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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));
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dst = CreateTarget(TEX0, size.x, size.y, type, true);
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// In theory new textures contain invalidated data. Still in theory a new target
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// must contains the content of the GS memory.
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// In practice, TC will wrongly invalidate some RT. For example due to write on the alpha
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@ -814,6 +820,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, con
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if (is_frame)
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dst->m_dirty_alpha = false;
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dst->readbacks_since_draw = 0;
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assert(dst && dst->m_texture && dst->m_texture->GetScale() == new_s);
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assert(dst && dst->m_dirty.empty());
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@ -1410,7 +1417,14 @@ void GSTextureCache::InvalidateLocalMem(const GSOffset& off, const GSVector4i& r
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if (GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM))
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{
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if (GSUtil::HasCompatibleBits(psm, t->m_TEX0.PSM))
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Read(t, r.rintersect(t->m_valid));
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{
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const GSVector4i draw_rect = (t->readbacks_since_draw > 0) ? t->m_drawn_since_read : r.rintersect(t->m_drawn_since_read);
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Read(t, draw_rect);
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t->readbacks_since_draw++;
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if(draw_rect.rintersect(t->m_drawn_since_read).eq(t->m_drawn_since_read))
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t->m_drawn_since_read = GSVector4i::zero();
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}
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}
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}
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}
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@ -1449,6 +1463,10 @@ void GSTextureCache::InvalidateLocalMem(const GSOffset& off, const GSVector4i& r
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// note: r.rintersect breaks Wizardry and Chaos Legion
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// Read(t, t->m_valid) works in all tested games but is very slow in GUST titles ><
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// If the game has been spamming downloads, we've already read the whole texture back at this point.
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if (t->m_drawn_since_read.rempty())
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continue;
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// propagate the format from the result of a channel effect
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// texture is 16/8 bit but the real data is 32
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// common use for shuffling is moving data into the alpha channel
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@ -1464,16 +1482,39 @@ void GSTextureCache::InvalidateLocalMem(const GSOffset& off, const GSVector4i& r
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const GSVector4i rb_rc((!GSConfig.UserHacks_DisablePartialInvalidation && targetr.x == 0 && targetr.y == 0) ? t->m_valid : targetr.rintersect(t->m_valid));
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DevCon.Error("Skipping depth readback of %ux%u @ %u,%u", rb_rc.width(), rb_rc.height(), rb_rc.left, rb_rc.top);
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}
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else if (GSConfig.UserHacks_DisablePartialInvalidation)
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{
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Read(t, targetr.rintersect(t->m_valid));
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}
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else
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{
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if (targetr.x == 0 && targetr.y == 0) // Full screen read?
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Read(t, t->m_valid);
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else // Block level read?
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Read(t, targetr.rintersect(t->m_valid));
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// If it's a download to the EE, or we've done multiple reads of the same texture between draws, just get it all.
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if (!GSConfig.UserHacks_DisablePartialInvalidation && t->readbacks_since_draw > 0)
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{
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Read(t, t->m_drawn_since_read);
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t->m_drawn_since_read = GSVector4i::zero();
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t->readbacks_since_draw++;
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}
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else if(!targetr.rintersect(t->m_drawn_since_read).rempty()) // Block level read?
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{
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// Read full width of drawn area, it's not much slower and makes invalidation easier.
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GSVector4i full_lines = GSVector4i(0, targetr.y, t->m_valid.z, targetr.w);
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full_lines = full_lines.rintersect(t->m_drawn_since_read);
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Read(t, full_lines);
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// After reading, try to cut down our "dirty" rect.
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if (full_lines.rintersect(t->m_drawn_since_read).eq(t->m_drawn_since_read))
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t->m_drawn_since_read = GSVector4i::zero();
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else
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{
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// Try to cut down how much we read next, if we can.
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if (full_lines.w >= t->m_drawn_since_read.y)
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{
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if (full_lines.y <= t->m_drawn_since_read.y)
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t->m_drawn_since_read.y = full_lines.w;
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else if (full_lines.w >= t->m_drawn_since_read.w)
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t->m_drawn_since_read.w = full_lines.y;
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}
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}
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t->readbacks_since_draw++;
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}
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}
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}
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}
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@ -3194,6 +3235,7 @@ void GSTextureCache::Target::UpdateValidity(const GSVector4i& rect)
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else
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m_valid = m_valid.runion(rect);
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m_drawn_since_read = m_drawn_since_read.runion(rect);
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// Block of the bottom right texel of the validity rectangle, last valid block of the texture
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// TODO: This is not correct when the PSM changes. e.g. a 512x448 target being shuffled will become 512x896 temporarily, and
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// at the moment, we blow the valid rect out to twice the size. The only thing stopping everything breaking is the fact
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@ -234,13 +234,15 @@ public:
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class Target : public Surface
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{
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public:
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const int m_type;
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bool m_used;
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const int m_type = 0;
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bool m_used = false;
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GSDirtyRectList m_dirty;
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GSVector4i m_valid;
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const bool m_depth_supported;
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bool m_dirty_alpha;
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bool m_is_frame;
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GSVector4i m_valid{};
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GSVector4i m_drawn_since_read{};
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const bool m_depth_supported = false;
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bool m_dirty_alpha = true;
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bool m_is_frame = false;
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int readbacks_since_draw = 0;
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public:
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Target(const GIFRegTEX0& TEX0, const bool depth_supported, const int type);
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