mirror of https://github.com/PCSX2/pcsx2.git
GS/HW: Don't update TBP on targets + make target src's temporary
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@ -3493,6 +3493,7 @@ void GSRendererHW::Draw()
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}
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if (FRAME_TEX0.TBW != 1 || (m_r.width() > frame_psm.pgs.x || m_r.height() > frame_psm.pgs.y))
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{
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FRAME_TEX0.TBP0 = rt->m_TEX0.TBP0;
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rt->m_TEX0 = FRAME_TEX0;
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}
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@ -3501,7 +3502,10 @@ void GSRendererHW::Draw()
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if (ds && (!is_possible_mem_clear || ds->m_TEX0.PSM != ZBUF_TEX0.PSM || (rt && ds->m_TEX0.TBW != rt->m_TEX0.TBW)) && !m_in_target_draw)
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{
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if (ZBUF_TEX0.TBW != 1 || (m_r.width() > frame_psm.pgs.x || m_r.height() > frame_psm.pgs.y))
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{
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ZBUF_TEX0.TBP0 = ds->m_TEX0.TBP0;
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ds->m_TEX0 = ZBUF_TEX0;
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}
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}
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}
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else if (!m_texture_shuffle)
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@ -2073,7 +2073,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
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// 2. Preserved data will be in the correct place (in most cases)
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// 3. Less deleting sources/targets
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// 4. We can basically do clears in hardware, if they aren't insane ones
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if (can_use && !is_shuffle && ((preserve_alpha && preserve_rgb) || (draw_rect.w > GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y && !possible_clear)) && TEX0.TBW != t->m_TEX0.TBW && t->m_dirty.size() >= 1)
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if (can_use && ((!is_shuffle && t->m_dirty.size() >= 1) || (is_shuffle && src && GSLocalMemory::m_psm[src->m_TEX0.PSM].bpp == 8 && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp == 16)) && ((preserve_alpha && preserve_rgb) || (draw_rect.w > GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y && !possible_clear)) && TEX0.TBW != t->m_TEX0.TBW)
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{
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can_use = false;
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}
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@ -5321,6 +5321,8 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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sTex, sRectF, dTex, GSVector4(destX, destY, new_size.x, new_size.y), shader, false);
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}
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m_temporary_source = src;
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g_perfmon.Put(GSPerfMon::TextureCopies, 1);
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#ifdef PCSX2_DEVBUILD
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