GS/HW: Always convert float depth to integer on readback

Even if it's been reinterpreted as a colour format.
This commit is contained in:
Stenzek 2023-04-10 21:54:37 +10:00 committed by refractionpcsx2
parent f61f7bb711
commit 1f26502c64
1 changed files with 30 additions and 9 deletions

View File

@ -3801,6 +3801,7 @@ void GSTextureCache::Read(Target* t, const GSVector4i& r)
return;
const GIFRegTEX0& TEX0 = t->m_TEX0;
const bool is_depth = (t->m_type == DepthStencil);
GSTexture::Format fmt;
ShaderConvert ps_shader;
@ -3809,30 +3810,50 @@ void GSTextureCache::Read(Target* t, const GSVector4i& r)
{
case PSMCT32:
case PSMCT24:
{
// If we're downloading a depth buffer that's been reinterpreted as a color
// format, convert it to integer. The format/swizzle is likely wrong, but it's
// better than writing back FP values to local memory.
if (is_depth)
{
fmt = GSTexture::Format::UInt32;
ps_shader = ShaderConvert::FLOAT32_TO_32_BITS;
dltex = &m_uint32_download_texture;
}
else
{
fmt = GSTexture::Format::Color;
ps_shader = ShaderConvert::COPY;
dltex = &m_color_download_texture;
}
}
break;
case PSMCT16:
case PSMCT16S:
{
fmt = GSTexture::Format::UInt16;
ps_shader = ShaderConvert::RGBA8_TO_16_BITS;
ps_shader = is_depth ? ShaderConvert::FLOAT32_TO_16_BITS : ShaderConvert::RGBA8_TO_16_BITS;
dltex = &m_uint16_download_texture;
}
break;
case PSMZ32:
case PSMZ24:
{
fmt = GSTexture::Format::UInt32;
ps_shader = ShaderConvert::FLOAT32_TO_32_BITS;
dltex = &m_uint32_download_texture;
}
break;
case PSMZ16:
case PSMZ16S:
{
fmt = GSTexture::Format::UInt16;
ps_shader = ShaderConvert::FLOAT32_TO_16_BITS;
dltex = &m_uint16_download_texture;
}
break;
default:
@ -3856,7 +3877,7 @@ void GSTextureCache::Read(Target* t, const GSVector4i& r)
const GSVector4 src(GSVector4(r) * GSVector4(t->m_scale) / GSVector4(t->m_texture->GetSize()).xyxy());
const GSVector4i drc(0, 0, r.width(), r.height());
const bool direct_read = (t->m_scale == 1.0f && ps_shader == ShaderConvert::COPY);
const bool direct_read = (t->m_type == RenderTarget && t->m_scale == 1.0f && ps_shader == ShaderConvert::COPY);
if (!PrepareDownloadTexture(drc.z, drc.w, fmt, dltex))
return;