mirror of https://github.com/PCSX2/pcsx2.git
GS/HW: Don't try to double-buffer preload depth targets
Spec violations if we do.
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b0c3a1e23f
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78f751959d
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@ -2280,81 +2280,85 @@ bool GSTextureCache::PreloadTarget(GIFRegTEX0 TEX0, const GSVector2i& size, cons
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dst->UpdateValidity(GSVector4i::loadh(valid_size));
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for (int type = 0; type < 2; type++)
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// Can't do channel writes to depth targets, and DirectX can't partial copy depth targets.
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if (psm_s.depth == 0)
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{
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auto& list = m_dst[type];
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for (auto i = list.begin(); i != list.end();)
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for (int type = 0; type < 2; type++)
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{
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auto j = i;
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Target* t = *j;
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auto& list = m_dst[type];
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for (auto i = list.begin(); i != list.end();)
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{
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auto j = i;
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Target* t = *j;
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if (dst != t && t->m_TEX0.TBW == dst->m_TEX0.TBW && t->m_TEX0.PSM == dst->m_TEX0.PSM && t->m_TEX0.TBW > 4)
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if(t->Overlaps(dst->m_TEX0.TBP0, dst->m_TEX0.TBW, dst->m_TEX0.PSM, dst->m_valid))
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{
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// could be overwriting a double buffer, so if it's the second half of it, just reduce the size down to half.
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if (((((t->UnwrappedEndBlock() + 1) - t->m_TEX0.TBP0) >> 1) + t->m_TEX0.TBP0) == dst->m_TEX0.TBP0)
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if (dst != t && t->m_TEX0.TBW == dst->m_TEX0.TBW && t->m_TEX0.PSM == dst->m_TEX0.PSM && t->m_TEX0.TBW > 4)
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if (t->Overlaps(dst->m_TEX0.TBP0, dst->m_TEX0.TBW, dst->m_TEX0.PSM, dst->m_valid))
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{
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GSVector4i new_valid = t->m_valid;
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new_valid.w /= 2;
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GL_INS("RT resize buffer for FBP 0x%x, %dx%d => %d,%d", t->m_TEX0.TBP0, t->m_valid.width(), t->m_valid.height(), new_valid.width(), new_valid.height());
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t->ResizeValidity(new_valid);
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return hw_clear;
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}
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// The new texture is behind it but engulfs the whole thing, shrink the new target so it grows in the HW Draw resize.
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else if (((((dst->UnwrappedEndBlock() + 1) - dst->m_TEX0.TBP0) >> 1) + dst->m_TEX0.TBP0) == t->m_TEX0.TBP0)
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{
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int overlapping_pages = ((dst->UnwrappedEndBlock() + 1) - t->m_TEX0.TBP0) >> 5;
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int y_reduction = (overlapping_pages / dst->m_TEX0.TBW) * GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y;
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if (y_reduction == 0 || (overlapping_pages % dst->m_TEX0.TBW))
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// could be overwriting a double buffer, so if it's the second half of it, just reduce the size down to half.
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if (((((t->UnwrappedEndBlock() + 1) - t->m_TEX0.TBP0) >> 1) + t->m_TEX0.TBP0) == dst->m_TEX0.TBP0)
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{
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i++;
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continue;
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GSVector4i new_valid = t->m_valid;
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new_valid.w /= 2;
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GL_INS("RT resize buffer for FBP 0x%x, %dx%d => %d,%d", t->m_TEX0.TBP0, t->m_valid.width(), t->m_valid.height(), new_valid.width(), new_valid.height());
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t->ResizeValidity(new_valid);
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return hw_clear;
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}
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if (preserve_target || preload)
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// The new texture is behind it but engulfs the whole thing, shrink the new target so it grows in the HW Draw resize.
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else if (((((dst->UnwrappedEndBlock() + 1) - dst->m_TEX0.TBP0) >> 1) + dst->m_TEX0.TBP0) == t->m_TEX0.TBP0)
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{
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const int copy_width = (t->m_texture->GetWidth()) > (dst->m_texture->GetWidth()) ? (dst->m_texture->GetWidth()) : t->m_texture->GetWidth();
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const int copy_height = y_reduction * t->m_scale;
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const int old_height = (dst->m_valid.w - y_reduction) * dst->m_scale;
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GL_INS("RT double buffer copy from FBP 0x%x, %dx%d => %d,%d", t->m_TEX0.TBP0, copy_width, copy_height, 0, old_height);
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int overlapping_pages = ((dst->UnwrappedEndBlock() + 1) - t->m_TEX0.TBP0) >> 5;
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int y_reduction = (overlapping_pages / dst->m_TEX0.TBW) * GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y;
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pxAssert(old_height > 0);
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// Clear the dirty first
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dst->Update();
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// Invalidate has been moved to after DrawPrims(), because we might kill the current sources' backing.
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if (!t->m_valid_rgb || !(t->m_valid_alpha_high || t->m_valid_alpha_low))
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if (y_reduction == 0 || (overlapping_pages % dst->m_TEX0.TBW))
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{
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const GSVector4 src_rect = GSVector4(0, 0, copy_width, copy_height) / (GSVector4(t->m_texture->GetSize()).xyxy());
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const GSVector4 dst_rect = GSVector4(0, old_height, copy_width, copy_height);
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g_gs_device->StretchRect(t->m_texture, src_rect, dst->m_texture, dst_rect, t->m_valid_rgb, t->m_valid_rgb, t->m_valid_rgb, t->m_valid_alpha_high || t->m_valid_alpha_low);
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i++;
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continue;
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}
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if (preserve_target || preload)
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{
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const int copy_width = (t->m_texture->GetWidth()) > (dst->m_texture->GetWidth()) ? (dst->m_texture->GetWidth()) : t->m_texture->GetWidth();
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const int copy_height = y_reduction * t->m_scale;
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const int old_height = (dst->m_valid.w - y_reduction) * dst->m_scale;
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GL_INS("RT double buffer copy from FBP 0x%x, %dx%d => %d,%d", t->m_TEX0.TBP0, copy_width, copy_height, 0, old_height);
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pxAssert(old_height > 0);
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// Clear the dirty first
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dst->Update();
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// Invalidate has been moved to after DrawPrims(), because we might kill the current sources' backing.
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if (!t->m_valid_rgb || !(t->m_valid_alpha_high || t->m_valid_alpha_low))
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{
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const GSVector4 src_rect = GSVector4(0, 0, copy_width, copy_height) / (GSVector4(t->m_texture->GetSize()).xyxy());
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const GSVector4 dst_rect = GSVector4(0, old_height, copy_width, copy_height);
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g_gs_device->StretchRect(t->m_texture, src_rect, dst->m_texture, dst_rect, t->m_valid_rgb, t->m_valid_rgb, t->m_valid_rgb, t->m_valid_alpha_high || t->m_valid_alpha_low);
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}
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else
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{
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// Invalidate has been moved to after DrawPrims(), because we might kill the current sources' backing.
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g_gs_device->CopyRect(t->m_texture, dst->m_texture, GSVector4i(0, 0, copy_width, copy_height), 0, old_height);
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}
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}
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if (src && src->m_target && src->m_from_target == t)
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{
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// This should never happen as we're making a new target so the src should never be something it overlaps, but just incase..
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GSVector4i new_valid = t->m_valid;
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new_valid.y = std::max(new_valid.y - y_reduction, 0);
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new_valid.w = std::max(new_valid.w - y_reduction, 0);
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t->m_TEX0.TBP0 += (y_reduction / GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y) << 5;
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t->ResizeValidity(new_valid);
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}
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else
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{
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// Invalidate has been moved to after DrawPrims(), because we might kill the current sources' backing.
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g_gs_device->CopyRect(t->m_texture, dst->m_texture, GSVector4i(0, 0, copy_width, copy_height), 0, old_height);
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InvalidateSourcesFromTarget(t);
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i = list.erase(j);
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delete t;
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}
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return hw_clear;
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}
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if (src && src->m_target && src->m_from_target == t)
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{
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// This should never happen as we're making a new target so the src should never be something it overlaps, but just incase..
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GSVector4i new_valid = t->m_valid;
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new_valid.y = std::max(new_valid.y - y_reduction, 0);
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new_valid.w = std::max(new_valid.w - y_reduction, 0);
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t->m_TEX0.TBP0 += (y_reduction / GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y) << 5;
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t->ResizeValidity(new_valid);
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}
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else
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{
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InvalidateSourcesFromTarget(t);
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i = list.erase(j);
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delete t;
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}
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return hw_clear;
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}
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}
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i++;
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i++;
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}
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}
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}
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