diff --git a/pcsx2/GS/Renderers/Common/GSDirtyRect.cpp b/pcsx2/GS/Renderers/Common/GSDirtyRect.cpp index b18edef089..afbc7d1152 100644 --- a/pcsx2/GS/Renderers/Common/GSDirtyRect.cpp +++ b/pcsx2/GS/Renderers/Common/GSDirtyRect.cpp @@ -15,6 +15,7 @@ #include "PrecompiledHeader.h" #include "GSDirtyRect.h" +#include GSDirtyRect::GSDirtyRect() : r(GSVector4i::zero()), @@ -30,7 +31,7 @@ GSDirtyRect::GSDirtyRect(GSVector4i& r, u32 psm, u32 bw) : { } -GSVector4i GSDirtyRect::GetDirtyRect(GIFRegTEX0& TEX0) const +GSVector4i GSDirtyRect::GetDirtyRect(GIFRegTEX0& TEX0) { GSVector4i _r; @@ -53,9 +54,7 @@ GSVector4i GSDirtyRect::GetDirtyRect(GIFRegTEX0& TEX0) const return _r; } -// - -GSVector4i GSDirtyRectList::GetDirtyRect(GIFRegTEX0& TEX0, const GSVector2i& size) const +GSVector4i GSDirtyRectList::GetTotalRect(GIFRegTEX0& TEX0, const GSVector2i& size) { if (!empty()) { @@ -74,9 +73,31 @@ GSVector4i GSDirtyRectList::GetDirtyRect(GIFRegTEX0& TEX0, const GSVector2i& siz return GSVector4i::zero(); } +GSVector4i GSDirtyRectList::GetDirtyRect(GIFRegTEX0& TEX0, const GSVector2i& size, bool clear) +{ + if (!empty()) + { + const std::vector::iterator &it = begin(); + const GSVector4i r = it[0].GetDirtyRect(TEX0); + + if (clear) + erase(it); + + GSVector2i bs = GSLocalMemory::m_psm[TEX0.PSM].bs; + + return r.ralign(bs).rintersect(GSVector4i(0, 0, size.x, size.y)); + } + + return GSVector4i::zero(); +} + GSVector4i GSDirtyRectList::GetDirtyRectAndClear(GIFRegTEX0& TEX0, const GSVector2i& size) { - GSVector4i r = GetDirtyRect(TEX0, size); - clear(); + const GSVector4i r = GetDirtyRect(TEX0, size, true); return r; } + +void GSDirtyRectList::ClearDirty() +{ + clear(); +} diff --git a/pcsx2/GS/Renderers/Common/GSDirtyRect.h b/pcsx2/GS/Renderers/Common/GSDirtyRect.h index d1d8a784ae..1ced35b2cb 100644 --- a/pcsx2/GS/Renderers/Common/GSDirtyRect.h +++ b/pcsx2/GS/Renderers/Common/GSDirtyRect.h @@ -26,13 +26,15 @@ public: GSDirtyRect(); GSDirtyRect(GSVector4i& r, u32 psm, u32 bw); - GSVector4i GetDirtyRect(GIFRegTEX0& TEX0) const; + GSVector4i GetDirtyRect(GIFRegTEX0& TEX0); }; class GSDirtyRectList : public std::vector { public: GSDirtyRectList() {} - GSVector4i GetDirtyRect(GIFRegTEX0& TEX0, const GSVector2i& size) const; + GSVector4i GetTotalRect(GIFRegTEX0& TEX0, const GSVector2i& size); + GSVector4i GetDirtyRect(GIFRegTEX0& TEX0, const GSVector2i& size, bool clear = false); GSVector4i GetDirtyRectAndClear(GIFRegTEX0& TEX0, const GSVector2i& size); + void ClearDirty(); }; diff --git a/pcsx2/GS/Renderers/HW/GSRendererHW.cpp b/pcsx2/GS/Renderers/HW/GSRendererHW.cpp index d39da9f846..e5ae60f811 100644 --- a/pcsx2/GS/Renderers/HW/GSRendererHW.cpp +++ b/pcsx2/GS/Renderers/HW/GSRendererHW.cpp @@ -4038,7 +4038,7 @@ GSRendererHW::CLUTDrawTestResult GSRendererHW::PossibleCLUTDraw() if (tgt) { bool is_dirty = false; - for (const GSDirtyRect& rc : tgt->m_dirty) + for (GSDirtyRect& rc : tgt->m_dirty) { if (!rc.GetDirtyRect(m_context->TEX0).rintersect(r).rempty()) { diff --git a/pcsx2/GS/Renderers/HW/GSTextureCache.cpp b/pcsx2/GS/Renderers/HW/GSTextureCache.cpp index c385f2d7e8..0b8680bd61 100644 --- a/pcsx2/GS/Renderers/HW/GSTextureCache.cpp +++ b/pcsx2/GS/Renderers/HW/GSTextureCache.cpp @@ -307,6 +307,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, con // else.) bool found_t = false; + bool tex_in_rt = false; for (auto t : m_dst[RenderTarget]) { if (t->m_used) @@ -323,24 +324,34 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, con const bool t_clean = t->m_dirty.empty(); const bool t_wraps = t->m_end_block > GSTextureCache::MAX_BP; + // Match if we haven't already got a tex in rt if (t_clean && GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t_psm)) { - // It is a complex to convert the code in shader. As a reference, let's do it on the CPU, it will be slow but - // 1/ it just works :) - // 2/ even with upscaling - // 3/ for both Direct3D and OpenGL - if (GSConfig.UserHacks_CPUFBConversion && (psm == PSM_PSMT4 || psm == PSM_PSMT8)) - // Forces 4-bit and 8-bit frame buffer conversion to be done on the CPU instead of the GPU, but performance will be slower. - // There is no dedicated shader to handle 4-bit conversion (Stuntman has been confirmed to use 4-bit). - // Direct3D10/11 and OpenGL support 8-bit fb conversion but don't render some corner cases properly (Harry Potter games). - // The hack can fix glitches in some games. - Read(t, t->m_valid); - else - dst = t; - found_t = true; - x_offset = 0; - y_offset = 0; - break; + bool match = true; + if (found_t && (bw != t->m_TEX0.TBW || t->m_TEX0.PSM != psm)) + match = false; + + if (match) + { + // It is a complex to convert the code in shader. As a reference, let's do it on the CPU, it will be slow but + // 1/ it just works :) + // 2/ even with upscaling + // 3/ for both Direct3D and OpenGL + if (GSConfig.UserHacks_CPUFBConversion && (psm == PSM_PSMT4 || psm == PSM_PSMT8)) + // Forces 4-bit and 8-bit frame buffer conversion to be done on the CPU instead of the GPU, but performance will be slower. + // There is no dedicated shader to handle 4-bit conversion (Stuntman has been confirmed to use 4-bit). + // Direct3D10/11 and OpenGL support 8-bit fb conversion but don't render some corner cases properly (Harry Potter games). + // The hack can fix glitches in some games. + Read(t, t->m_valid); + else + dst = t; + + found_t = true; + tex_in_rt = false; + x_offset = 0; + y_offset = 0; + break; + } } else if (t_clean && (t->m_TEX0.TBW >= 16) && GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0 + t->m_TEX0.TBW * 0x10, t->m_TEX0.PSM)) { @@ -350,13 +361,15 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, con half_right = true; dst = t; found_t = true; + tex_in_rt = false; x_offset = 0; y_offset = 0; break; } // Make sure the texture actually is INSIDE the RT, it's possibly not valid if it isn't. + // Also check BP >= TBP, create source isn't equpped to expand it backwards and all data comes from the target. (GH3) else if (GSConfig.UserHacks_TextureInsideRt && psm == PSM_PSMCT32 && t->m_TEX0.PSM == psm && - (t->Overlaps(bp, bw, psm, r) || t_wraps) && t->m_age < 1 && !found_t) + (t->Overlaps(bp, bw, psm, r) || t_wraps) && t->m_age <= 1 && !found_t && bp >= t->m_TEX0.TBP0) { // Only PSMCT32 to limit false hits. // PSM equality needed because CreateSource does not handle PSM conversion. @@ -380,32 +393,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, con // Offset from Target to Source in Target coords. x_offset = so.b2a_offset.x; y_offset = so.b2a_offset.y; - - // Clear any dirty stuff, we don't want to copy that :) - dst->Update(true); - - // Hopefully in most cases we only expand in one direction, so only make it dirty from the edge of the texture. - // If it's both directions, then, YOLO I guess.. Ideally we redo the dirty handling to do one rect at a time. - GSVector2i min_start = { 0, 0 }; - if (x_offset && !y_offset) - min_start.x = dst->m_valid.z; - - if (!x_offset && y_offset) - min_start.y = dst->m_valid.w; - - // Expand the target if it's only partially inside it. - const GSVector4i dirty_rect = { min_start.x, min_start.y, x_offset + (1 << TEX0.TW), y_offset + (1 << TEX0.TH) }; - const GSVector2 up_s(dst->m_texture->GetScale()); - const int new_w = std::max(static_cast(dirty_rect.z * up_s.x), dst->m_texture->GetWidth()); - const int new_h = std::max(static_cast(dirty_rect.w * up_s.y), dst->m_texture->GetHeight()); - - if (new_w > dst->m_texture->GetWidth() || new_h > dst->m_texture->GetHeight()) - { - dst->ResizeTexture(new_w, new_h, up_s); - dst->UpdateValidity(dirty_rect); - AddDirtyRectTarget(dst, dirty_rect, dst->m_TEX0.PSM, dst->m_TEX0.TBW); - } - + tex_in_rt = true; found_t = true; // Keep looking, just in case there is an exact match (Situation: Target frame drawn inside target frame, current makes a separate texture) continue; @@ -413,7 +401,45 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, con } } } + + if (tex_in_rt) + { + GSVector2i size_delta = { ((x_offset + (1 << TEX0.TW)) - dst->m_valid.z), ((y_offset + (1 << TEX0.TH)) - dst->m_valid.w) }; + if (size_delta.x > 0) + { + // Expand the target if it's only partially inside it. + const GSVector4i dirty_rect = { dst->m_valid.z, 0, x_offset + (1 << TEX0.TW), dst->m_valid.w }; + + if (dirty_rect.z > dst->m_valid.z) + { + dst->UpdateValidity(dirty_rect); + + AddDirtyRectTarget(dst, dirty_rect, dst->m_TEX0.PSM, dst->m_TEX0.TBW); + } + } + + if (size_delta.y > 0) + { + // Expand the target if it's only partially inside it. + const GSVector4i dirty_rect = { 0, dst->m_valid.w, dst->m_valid.z, y_offset + (1 << TEX0.TH) }; + + if (dirty_rect.w > dst->m_valid.w) + { + dst->UpdateValidity(dirty_rect); + + AddDirtyRectTarget(dst, dirty_rect, dst->m_TEX0.PSM, dst->m_TEX0.TBW); + } + } + const GSVector2 up_s(dst->m_texture->GetScale()); + const int new_w = std::max(static_cast(dst->m_valid.z * up_s.x), dst->m_texture->GetWidth()); + const int new_h = std::max(static_cast(dst->m_valid.w * up_s.y), dst->m_texture->GetHeight()); + + if (new_w > dst->m_texture->GetWidth() || new_h > dst->m_texture->GetHeight()) + { + dst->ResizeTexture(new_w, new_h, up_s); + } + } // Pure depth texture format will be fetched by LookupDepthSource. // However guess what, some games (GoW) read the depth as a standard // color format (instead of a depth format). All pixels are scrambled @@ -728,6 +754,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, con dst->Update(true); } } + dst->m_is_frame = is_frame; } if (used) { @@ -735,7 +762,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, con } if (is_frame) dst->m_dirty_alpha = false; - dst->m_is_frame |= is_frame; + assert(dst && dst->m_texture && dst->m_texture->GetScale() == new_s); assert(dst && dst->m_dirty.empty()); @@ -1089,12 +1116,11 @@ void GSTextureCache::InvalidateVideoMem(const GSOffset& off, const GSVector4i& r // (The color on the previous example) if (GSUtil::HasSharedBits(bp, psm, t->m_TEX0.TBP0, t->m_TEX0.PSM)) { - if (!found && GSUtil::HasCompatibleBits(psm, t->m_TEX0.PSM)) + if (!found && GSUtil::HasCompatibleBits(psm, t->m_TEX0.PSM) && bw == t->m_TEX0.TBW) { GL_CACHE("TC: Dirty Target(%s) %d (0x%x) r(%d,%d,%d,%d)", to_string(type), t->m_texture ? t->m_texture->GetID() : 0, t->m_TEX0.TBP0, r.x, r.y, r.z, r.w); - t->m_TEX0.TBW = bw; if (eewrite) t->m_age = 0; @@ -1108,33 +1134,67 @@ void GSTextureCache::InvalidateVideoMem(const GSOffset& off, const GSVector4i& r // Possibly because the block layout is opposite for the 32bit colour and depth, it never actually overwrites the depth, so this is kind of a miss detection. // The new code rightfully calculates that the depth does not become dirty, but in other cases, like bigger draws of the same format // it might become invalid, so we check below and erase as before if so. - const SurfaceOffset so = ComputeSurfaceOffset(off, r, t); - if (so.is_valid) + bool can_erase = found; + if (!found && t->m_age <= 1) { - if (eewrite) - t->m_age = 0; + if (bw == t->m_TEX0.TBW && GSLocalMemory::m_psm[psm].bpp == GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp) + { + AddDirtyRectTarget(t, rect, psm, bw); + GL_CACHE("TC: Direct Dirty in the middle [aggressive] of Target(%s) %d [PSM:%s BP:0x%x->0x%x BW:%u rect(%d,%d=>%d,%d)] write[PSM:%s BP:0x%x BW:%u rect(%d,%d=>%d,%d)]", + to_string(type), + t->m_texture ? t->m_texture->GetID() : 0, + psm_str(t->m_TEX0.PSM), + t->m_TEX0.TBP0, + t->m_end_block, + t->m_TEX0.TBW, + rect.x, + rect.y, + rect.z, + rect.w, + psm_str(psm), + bp, + bw, + r.x, + r.y, + r.z, + r.w); + } + else + { + SurfaceOffset so = ComputeSurfaceOffset(off, r, t); + if (so.is_valid) + { + AddDirtyRectTarget(t, so.b2a_offset, psm, bw); + GL_CACHE("TC: Dirty in the middle [aggressive] of Target(%s) %d [PSM:%s BP:0x%x->0x%x BW:%u rect(%d,%d=>%d,%d)] write[PSM:%s BP:0x%x BW:%u rect(%d,%d=>%d,%d)]", + to_string(type), + t->m_texture ? t->m_texture->GetID() : 0, + psm_str(t->m_TEX0.PSM), + t->m_TEX0.TBP0, + t->m_end_block, + t->m_TEX0.TBW, + so.b2a_offset.x, + so.b2a_offset.y, + so.b2a_offset.z, + so.b2a_offset.w, + psm_str(psm), + bp, + bw, + r.x, + r.y, + r.z, + r.w); - AddDirtyRectTarget(t, so.b2a_offset, psm, bw); - GL_CACHE("TC: Dirty in the middle [aggressive] of Target(%s) %d [PSM:%s BP:0x%x->0x%x BW:%u rect(%d,%d=>%d,%d)] write[PSM:%s BP:0x%x BW:%u rect(%d,%d=>%d,%d)]", - to_string(type), - t->m_texture ? t->m_texture->GetID() : 0, - psm_str(t->m_TEX0.PSM), - t->m_TEX0.TBP0, - t->m_end_block, - t->m_TEX0.TBW, - so.b2a_offset.x, - so.b2a_offset.y, - so.b2a_offset.z, - so.b2a_offset.w, - psm_str(psm), - bp, - bw, - r.x, - r.y, - r.z, - r.w); + if (eewrite) + t->m_age = 0; + } + else + can_erase = true; + } } - if (!ComputeSurfaceOffset(off, r, t).is_valid) + else + can_erase = true; + + if (can_erase) { i = list.erase(j); GL_CACHE("TC: Remove Target(%s) %d (0x%x)", to_string(type), @@ -2392,7 +2452,7 @@ GSTexture* GSTextureCache::LookupPaletteSource(u32 CBP, u32 CPSM, u32 CBW, GSVec const GSVector4i clut_rc(this_offset.x, this_offset.y, this_offset.x + size.x, this_offset.y + size.y); bool is_dirty = false; - for (const GSDirtyRect& dirty : t->m_dirty) + for (GSDirtyRect& dirty : t->m_dirty) { if (!dirty.GetDirtyRect(t->m_TEX0).rintersect(clut_rc).rempty()) { @@ -2908,10 +2968,7 @@ void GSTextureCache::Target::Update(bool reset_age) // Alternate // 1/ uses multiple vertex rectangle - const GSVector4i unscaled_size = GSVector4i(GSVector4(m_texture->GetSize()) / GSVector4(m_texture->GetScale())); - const GSVector4i r = m_dirty.GetDirtyRectAndClear(m_TEX0, GSVector2i(unscaled_size.x, unscaled_size.y)); - - if (r.rempty()) + if (m_dirty.size() <= 0) return; // No handling please @@ -2919,7 +2976,7 @@ void GSTextureCache::Target::Update(bool reset_age) { // do the most likely thing a direct write would do, clear it GL_INS("ERROR: Update DepthStencil dummy"); - + m_dirty.ClearDirty(); return; } else if (m_type == DepthStencil && g_gs_renderer->m_game.title == CRC::FFX2) @@ -2934,59 +2991,70 @@ void GSTextureCache::Target::Update(bool reset_age) // // So the quick and dirty solution is just to clean the depth buffer. g_gs_device->ClearDepth(m_texture); + m_dirty.ClearDirty(); return; } - const int w = r.width(); - const int h = r.height(); - GIFRegTEXA TEXA = {}; TEXA.AEM = 1; TEXA.TA0 = 0; TEXA.TA1 = 0x80; - GSTexture* t = g_gs_device->CreateTexture(w, h, 1, GSTexture::Format::Color); - const GSOffset off = g_gs_renderer->m_mem.GetOffset(m_TEX0.TBP0, m_TEX0.TBW, m_TEX0.PSM); GSTexture::GSMap m; - if (t->Map(m)) + const GSVector4i unscaled_size = GSVector4i(GSVector4(m_texture->GetSize()) / GSVector4(m_texture->GetScale())); + const GSVector4i rect_size = m_dirty.GetTotalRect(m_TEX0, GSVector2i(unscaled_size.x, unscaled_size.y)); + + GSTexture* t = g_gs_device->CreateTexture(rect_size.z, rect_size.w, 1, GSTexture::Format::Color); + + while (m_dirty.size() > 0) { - g_gs_renderer->m_mem.ReadTexture(off, r, m.bits, m.pitch, TEXA); + const GSVector4i r = m_dirty.GetDirtyRectAndClear(m_TEX0, GSVector2i(unscaled_size.x, unscaled_size.y)); - t->Unmap(); + if (r.rempty()) + continue; + + if (t->Map(m)) + { + g_gs_renderer->m_mem.ReadTexture(off, r, m.bits, m.pitch, TEXA); + + t->Unmap(); + } + else + { + int pitch = ((r.width()+3) & ~3) * 4; + g_gs_renderer->m_mem.ReadTexture(off, r, s_unswizzle_buffer, pitch, TEXA); + + t->Update(r, s_unswizzle_buffer, pitch); + } + + const GSVector4 sRect = GSVector4(0.0f, 0.0f, static_cast(r.width()) / rect_size.z, static_cast(r.height()) / rect_size.w); + const GSVector4 dest_rect = (GSVector4(r) * GSVector4(m_texture->GetScale()).xyxy()); + + // Copy the new GS memory content into the destination texture. + if (m_type == RenderTarget) + { + GL_INS("ERROR: Update RenderTarget 0x%x bw:%d (%d,%d => %d,%d)", m_TEX0.TBP0, m_TEX0.TBW, r.x, r.y, r.z, r.w); + + // Bilinear filtering this is probably not a good thing, at least in native, but upscaling Nearest can be gross and messy. + g_gs_device->StretchRect(t, sRect, m_texture, dest_rect,ShaderConvert::COPY, g_gs_renderer->CanUpscale()); + } + else if (m_type == DepthStencil) + { + GL_INS("ERROR: Update DepthStencil 0x%x", m_TEX0.TBP0); + + // FIXME linear or not? + const GSVector4 sRect = GSVector4(0.0f, 0.0f, static_cast(r.width()) / rect_size.z, static_cast(r.height()) / rect_size.w); + g_gs_device->StretchRect(t, sRect, m_texture, dest_rect, ShaderConvert::RGBA8_TO_FLOAT32_BILN); + } } - else - { - int pitch = ((w + 3) & ~3) * 4; - - g_gs_renderer->m_mem.ReadTexture(off, r, s_unswizzle_buffer, pitch, TEXA); - - t->Update(r.rsize(), s_unswizzle_buffer, pitch); - } - // m_renderer->m_perfmon.Put(GSPerfMon::Unswizzle, w * h * 4); - - // Copy the new GS memory content into the destination texture. - if (m_type == RenderTarget) - { - GL_INS("ERROR: Update RenderTarget 0x%x bw:%d (%d,%d => %d,%d)", m_TEX0.TBP0, m_TEX0.TBW, r.x, r.y, r.z, r.w); - - g_gs_device->StretchRect(t, m_texture, GSVector4(r) * GSVector4(m_texture->GetScale()).xyxy()); - } - else if (m_type == DepthStencil) - { - GL_INS("ERROR: Update DepthStencil 0x%x", m_TEX0.TBP0); - - // FIXME linear or not? - g_gs_device->StretchRect(t, m_texture, GSVector4(r) * GSVector4(m_texture->GetScale()).xyxy(), ShaderConvert::RGBA8_TO_FLOAT32_BILN); - } - g_gs_device->Recycle(t); - UpdateValidity(r); + UpdateValidity(rect_size); } void GSTextureCache::Target::UpdateIfDirtyIntersects(const GSVector4i& rc)