mirror of https://github.com/PCSX2/pcsx2.git
GS: Improve autoflush rect checks
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@ -2642,10 +2642,6 @@ __forceinline void GSState::HandleAutoFlush()
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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 (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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const GSVector4i page_mask = { page_mask_x, page_mask_y, page_mask_x, page_mask_y };
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size_t n = 1;
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switch (GSUtil::GetPrimClass(PRIM->PRIM))
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@ -2662,6 +2658,19 @@ __forceinline void GSState::HandleAutoFlush()
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break;
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}
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const int current_tex_end = (int)(m_vertex.tail - (m_vertex.tail % n)) - 1;
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// Make sure including the new vert we have the whole rect to be drawn
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// Example being a sprite which is 2 verts
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// Tail = 3 (aka we have one sprite and 1 vert already saved, plus the incoming one)
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// current_tex_end will be 1 ((3 - (3 % 2 == 1) == 2) - 1), meaning 3-1 = 2, so we have enough data for the full rect.
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if (((m_vertex.tail - current_tex_end) < n) && PRIM->PRIM != GS_POINTLIST)
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return;
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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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const GSVector4i page_mask = { page_mask_x, page_mask_y, page_mask_x, page_mask_y };
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GSVector4i tex_coord;
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// Prepare the currently processed vertex.
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if (PRIM->FST)
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@ -2676,14 +2685,11 @@ __forceinline void GSState::HandleAutoFlush()
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}
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GSVector4i tex_rect = tex_coord.xyxy();
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GSVector4i next_rect = tex_rect;
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const int current_tex_end = (int)(m_index.tail - (m_index.tail % n)) - 1;
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bool page_crossed = false;
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// Check previous texture co-ordindates to see if we have changed page
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for (int i = m_index.tail - 1; i >= current_tex_end; i--)
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// Get the rest of the rect.
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for (int i = m_vertex.tail - 1; i > current_tex_end; i--)
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{
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const GSVertex* v = &m_vertex.buff[m_index.buff[i]];
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const GSVertex* v = &m_vertex.buff[i];
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if (PRIM->FST)
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{
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@ -2696,24 +2702,34 @@ __forceinline void GSState::HandleAutoFlush()
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tex_coord.y = (int)((1 << m_context->TEX0.TH) * (v->ST.T / v->RGBAQ.Q));
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}
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next_rect.x = std::min(next_rect.x, tex_coord.x);
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next_rect.z = std::max(next_rect.z, tex_coord.x);
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next_rect.y = std::min(next_rect.y, tex_coord.y);
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next_rect.w = std::max(next_rect.w, tex_coord.y);
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tex_rect.x = std::min(tex_rect.x, tex_coord.x);
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tex_rect.z = std::max(tex_rect.z, tex_coord.x);
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tex_rect.y = std::min(tex_rect.y, tex_coord.y);
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tex_rect.w = std::max(tex_rect.w, tex_coord.y);
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}
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const GSVector4i pages = next_rect & page_mask;
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// Get the last texture position from the last draw.
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const GSVertex* v = &m_vertex.buff[m_index.buff[m_index.tail - 1]];
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// We have changed page, so ignore the old textures co-ordinates.
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if (!pages.xyxy().eq(pages.zwzw()))
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if (PRIM->FST)
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{
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tex_coord.x = v->U >> 4;
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tex_coord.y = v->V >> 4;
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}
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else
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{
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tex_coord.x = (int)((1 << m_context->TEX0.TW) * (v->ST.S / v->RGBAQ.Q));
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tex_coord.y = (int)((1 << m_context->TEX0.TH) * (v->ST.T / v->RGBAQ.Q));
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}
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const GSVector4i pages = tex_rect & page_mask;
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tex_coord = tex_coord & page_mask;
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bool page_crossed = false;
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if (!pages.xyzw().eq(tex_coord.xyxy()))
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page_crossed = true;
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break;
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}
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tex_rect = next_rect;
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}
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tex_rect += GSVector4i(0, 0, 1, 1); // Intersect goes on space inside the rect
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if(page_crossed)
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{
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@ -2721,11 +2737,10 @@ __forceinline void GSState::HandleAutoFlush()
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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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// 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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GSVector4i area_out = GSVector4i(m_vt.m_min.p.xyxy(m_vt.m_max.p));
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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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@ -2734,7 +2749,6 @@ __forceinline void GSState::HandleAutoFlush()
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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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@ -2743,7 +2757,6 @@ __forceinline void GSState::HandleAutoFlush()
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tex_rect.z += GSLocalMemory::m_psm[m_context->TEX0.PSM].pgs.x;
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tex_rect.w += GSLocalMemory::m_psm[m_context->TEX0.PSM].pgs.y;
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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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@ -2785,11 +2798,13 @@ __forceinline void GSState::VertexKick(u32 skip)
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break;
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}
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if (auto_flush && m_index.tail >= n)
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HandleAutoFlush();
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ASSERT(m_vertex.tail < m_vertex.maxcount + 3);
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if (auto_flush && m_index.tail >= n && !skip)
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{
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HandleAutoFlush();
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}
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size_t head = m_vertex.head;
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size_t tail = m_vertex.tail;
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size_t next = m_vertex.next;
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@ -2812,7 +2827,6 @@ __forceinline void GSState::VertexKick(u32 skip)
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m_vertex.tail = ++tail;
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m_vertex.xy_tail = ++xy_tail;
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size_t m = tail - head;
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if (m < n)
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