mirror of https://github.com/PCSX2/pcsx2.git
GS: Adjust Auto Flush to catch edge cases
Affected Beyond Good and Evil water
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7f5901f022
commit
2068240e1a
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@ -106,6 +106,7 @@ GSLocalMemory::GSLocalMemory()
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psm.pgs = GSVector2i(64, 32);
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psm.msk = 0xff;
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psm.depth = 0;
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psm.fmsk = 0xffffffff;
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}
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m_psm[PSM_PSGPU24].info = GSLocalMemory::swizzle16;
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@ -346,6 +347,17 @@ GSLocalMemory::GSLocalMemory()
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m_psm[PSM_PSMZ24].depth = 1;
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m_psm[PSM_PSMZ16].depth = 1;
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m_psm[PSM_PSMZ16S].depth = 1;
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m_psm[PSM_PSMCT24].fmsk = 0x00FFFFFF;
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m_psm[PSM_PSGPU24].fmsk = 0x00FFFFFF;
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m_psm[PSM_PSMCT16].fmsk = 0x80F8F8F8;
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m_psm[PSM_PSMCT16S].fmsk = 0x80F8F8F8;
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m_psm[PSM_PSMT8H].fmsk = 0xFF000000;
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m_psm[PSM_PSMT4HL].fmsk = 0x0F000000;
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m_psm[PSM_PSMT4HH].fmsk = 0xF0000000;
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m_psm[PSM_PSMZ24].fmsk = 0x00FFFFFF;
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m_psm[PSM_PSMZ16].fmsk = 0x80F8F8F8;
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m_psm[PSM_PSMZ16S].fmsk = 0x80F8F8F8;
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}
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GSLocalMemory::~GSLocalMemory()
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@ -468,6 +468,7 @@ public:
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u16 bpp, trbpp, pal, fmt;
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GSVector2i bs, pgs;
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u8 msk, depth;
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u32 fmsk;
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};
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static psm_t m_psm[64];
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@ -2579,14 +2579,17 @@ GSState::PRIM_OVERLAP GSState::PrimitiveOverlap()
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__forceinline void GSState::HandleAutoFlush()
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{
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const bool frame_hit = (m_context->FRAME.Block() == m_context->TEX0.TBP0) && !(m_context->TEST.ATE && m_context->TEST.ATST == 0 && m_context->TEST.AFAIL == 2);
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const u32 frame_mask = GSLocalMemory::m_psm[m_context->TEX0.PSM].fmsk;
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const bool frame_hit = (m_context->FRAME.Block() == m_context->TEX0.TBP0) && !(m_context->TEST.ATE && m_context->TEST.ATST == 0 && m_context->TEST.AFAIL == 2) && ((m_context->FRAME.FBMSK & frame_mask) != frame_mask);
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// There's a strange behaviour we need to test on a PS2 here, if the FRAME is a Z format, like Powerdrome something swaps over, and it seems Alpha Fail of "FB Only" writes to the Z.. it's odd.
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const bool zbuf_hit = (m_context->ZBUF.Block() == m_context->TEX0.TBP0) && !(m_context->TEST.ATE && m_context->TEST.ATST == 0 && m_context->TEST.AFAIL != 2) && !m_context->ZBUF.ZMSK;
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const u32 frame_z_psm = frame_hit ? m_context->FRAME.PSM : m_context->ZBUF.PSM;
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const u32 frame_z_bp = frame_hit ? m_context->FRAME.Block() : m_context->ZBUF.Block();
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// To briefly explain what's going on here, what we are checking for is draws over a texture when the source and destination are themselves.
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// Because one page of the texture gets buffered in the Texture Cache (the PS2's one) if any of those pixels are overwritten, you still read the old data.
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// So we need to calculate if a page boundary is being crossed for the format it is in and if the same part of the texture being written and read inside the draw.
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if (((frame_hit && ((m_context->TEX0.PSM ^ m_context->FRAME.PSM) & ~0x30) == 0) || (zbuf_hit && ((m_context->TEX0.PSM ^ m_context->ZBUF.PSM) & ~0x30) == 0)) && PRIM->TME && (m_context->FRAME.FBMSK != 0xFFFFFFFF))
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if (PRIM->TME && (frame_hit || zbuf_hit) && GSUtil::HasSharedBits(frame_z_bp, frame_z_psm, m_context->TEX0.TBP0, m_context->TEX0.PSM))
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{
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const int page_mask_x = ~(GSLocalMemory::m_psm[m_context->TEX0.PSM].pgs.x - 1);
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const int page_mask_y = ~(GSLocalMemory::m_psm[m_context->TEX0.PSM].pgs.y - 1);
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@ -2664,21 +2667,23 @@ __forceinline void GSState::HandleAutoFlush()
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if(page_crossed)
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{
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// Make sure the format matches, otherwise the coordinates aren't gonna match, so the draws won't intersect.
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if (((frame_hit && (m_context->TEX0.PSM == m_context->FRAME.PSM)) || (zbuf_hit && (m_context->TEX0.PSM == m_context->ZBUF.PSM)))
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&& (m_context->FRAME.FBW == m_context->TEX0.TBW))
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if (GSUtil::HasCompatibleBits(m_context->TEX0.PSM, frame_z_psm) && (m_context->FRAME.FBW == m_context->TEX0.TBW))
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{
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// Update the vertex trace, scissor it (important for Jak 3!) and intersect with the current texture.
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if ((m_index.tail - 1) == current_tex_end)
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m_vt.Update(m_vertex.buff, m_index.buff, m_vertex.tail - m_vertex.head, m_index.tail, GSUtil::GetPrimClass(PRIM->PRIM));
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GSVector4i area_out = GSVector4i(m_vt.m_min.p.xyxy(m_vt.m_max.p)).rintersect(GSVector4i(m_context->scissor.in));
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// Intersect goes on space inside the rect
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GSVector4i area_out = GSVector4i(m_vt.m_min.p.xyxy(m_vt.m_max.p)) + GSVector4i(0, 0, 1, 1);
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// Scissor output
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area_out = area_out.rintersect(GSVector4i(m_context->scissor.in));
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// Intersect with texture
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if (!area_out.rintersect(tex_rect).rempty())
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{
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Flush();
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}
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}
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else // Storage of the TEX and FRAME/Z is different, so uhh, just fall back to flushing each page. It's slower, sorry.
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{
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if (m_context->FRAME.FBW == m_context->TEX0.TBW)
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{
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//We know we've changed page, so let's set the dimension to cover the page they're in (for different pixel orders)
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@ -2695,11 +2700,10 @@ __forceinline void GSState::HandleAutoFlush()
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area_out += GSVector4i(0, 0, 1, 1); // Intersect goes on space inside the rect
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area_out.z += GSLocalMemory::m_psm[m_context->TEX0.PSM].pgs.x;
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area_out.w += GSLocalMemory::m_psm[m_context->TEX0.PSM].pgs.y;
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if (!area_out.rintersect(tex_rect).rempty())
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{
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Flush();
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}
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}
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else // Page width is different, so it's much more difficult to calculate where it's modifying.
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Flush();
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}
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