From 15a82e2324908716439ec1f5aebfc501cb48646b Mon Sep 17 00:00:00 2001 From: refractionpcsx2 Date: Sun, 4 Dec 2022 20:40:26 +0000 Subject: [PATCH] GS-HW: Handle clears with single page width better + use vert color --- pcsx2/GS/Renderers/HW/GSRendererHW.cpp | 45 ++++++++++++++------------ 1 file changed, 24 insertions(+), 21 deletions(-) diff --git a/pcsx2/GS/Renderers/HW/GSRendererHW.cpp b/pcsx2/GS/Renderers/HW/GSRendererHW.cpp index 26bc9aec7c..e808f4bff5 100644 --- a/pcsx2/GS/Renderers/HW/GSRendererHW.cpp +++ b/pcsx2/GS/Renderers/HW/GSRendererHW.cpp @@ -1700,22 +1700,19 @@ void GSRendererHW::Draw() && (m_vt.m_eq.rgba == 0xFFFF) // constant color write && m_r.x == 0 && m_r.y == 0) // Likely full buffer write { - + // Likely doing a huge single page width clear, which never goes well. (Superman) + if ((m_r.w > 1024) && context->FRAME.FBW == 1) + { + m_r.z = GetResolution().x; + m_r.w = GetResolution().y; + context->FRAME.FBW = (m_r.z + 63) / 64; + } if (OI_GsMemClear() && m_r.w > 1024) { - if ((fm & fm_mask) != fm_mask) - { - m_tc->InvalidateVideoMem(context->offset.fb, m_r, false, true); - - m_tc->InvalidateVideoMemType(GSTextureCache::RenderTarget, context->FRAME.Block()); - } - - if (zm != 0xffffffff) - { - m_tc->InvalidateVideoMem(context->offset.zb, m_r, false, false); - - m_tc->InvalidateVideoMemType(GSTextureCache::DepthStencil, context->ZBUF.Block()); - } + m_tc->InvalidateVideoMem(context->offset.fb, m_r, false, true); + m_tc->InvalidateVideoMemType(GSTextureCache::RenderTarget, context->FRAME.Block()); + m_tc->InvalidateVideoMem(context->offset.zb, m_r, false, false); + m_tc->InvalidateVideoMemType(GSTextureCache::DepthStencil, context->ZBUF.Block()); return; } } @@ -4263,21 +4260,26 @@ bool GSRendererHW::OI_GsMemClear() // Note gs mem clear must be tested before calling this function // Striped double clear done by Powerdrome and Snoopy Vs Red Baron, it will clear in 32 pixel stripes half done by the Z and half done by the FRAME - const bool ZisFrame = m_context->FRAME.FBP == m_context->ZBUF.ZBP && (m_context->FRAME.PSM & 0x30) != (m_context->ZBUF.PSM & 0x30) - && (m_context->FRAME.PSM & 0xF) == (m_context->ZBUF.PSM & 0xF) && (u32)(GSVector4i(m_vt.m_max.p).z) == 0; + const bool ZisFrame = m_context->FRAME.FBP == m_context->ZBUF.ZBP && !m_context->ZBUF.ZMSK && (m_context->FRAME.PSM & 0x30) != (m_context->ZBUF.PSM & 0x30) + && (m_context->FRAME.PSM & 0xF) == (m_context->ZBUF.PSM & 0xF) && m_vt.m_eq.z == 1 && m_vertex.buff[1].XYZ.Z == m_vertex.buff[1].RGBAQ.U32[0]; // Limit it further to a full screen 0 write - if (((m_vertex.next == 2) || ZisFrame) && m_vt.m_min.c.eq(GSVector4i(0))) + if (((m_vertex.next == 2) || ZisFrame) && m_vt.m_eq.rgba == 0xFFFF) { const GSOffset& off = m_context->offset.fb; - const GSVector4i r = GSVector4i(m_vt.m_min.p.xyxy(m_vt.m_max.p)).rintersect(GSVector4i(m_context->scissor.in)); - // Limit the hack to a single fullscreen clear. Some games might use severals column to clear a screen + GSVector4i r = GSVector4i(m_vt.m_min.p.xyxy(m_vt.m_max.p)).rintersect(GSVector4i(m_context->scissor.in)); + + + if (r.width() == 32 && ZisFrame) + r.z += 32; + // Limit the hack to a single full buffer clear. Some games might use severals column to clear a screen // but hopefully it will be enough. - if (r.width() <= 128 || r.height() <= 128) + if (r.width() < ((static_cast(m_context->FRAME.FBW) - 1) * 64) || r.height() <= 128) return false; GL_INS("OI_GsMemClear (%d,%d => %d,%d)", r.x, r.y, r.z, r.w); const int format = GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt; + const u32 color = (format == 0) ? m_vertex.buff[1].RGBAQ.U32[0] : (m_vertex.buff[1].RGBAQ.U32[0] & ~0xFF000000); // FIXME: loop can likely be optimized with AVX/SSE. Pixels aren't // linear but the value will be done for all pixels of a block. @@ -4291,7 +4293,7 @@ bool GSRendererHW::OI_GsMemClear() for (int x = r.left; x < r.right; x++) { - *pa.value(x) = 0; // Here the constant color + *pa.value(x) = color; // Here the constant color } } } @@ -4305,6 +4307,7 @@ bool GSRendererHW::OI_GsMemClear() for (int x = r.left; x < r.right; x++) { *pa.value(x) &= 0xff000000; // Clear the color + *pa.value(x) |= color; // OR in our constant } } }