Merge pull request #927 from PCSX2/preload-rt

gsdx-tc: extend preload frame hack to load target too
This commit is contained in:
Gregory Hainaut 2015-11-16 09:36:31 +01:00
commit 7a69812b17
1 changed files with 19 additions and 13 deletions

View File

@ -323,26 +323,32 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, int
if(dst == NULL) if(dst == NULL)
return NULL; return NULL;
// In theory new textures contain invalidated data. Still in theory a new target
// must contains the content of the GS memory.
// In practice, TC will wrongly invalidate some RT. For example due to write on the alpha
// channel but colors is still valid. Unfortunately TC doesn't support the upload of data
// in target.
//
// Cleaning the code here will likely break several games. However it might reduce
// the noise in draw call debugging. It is the main reason to enable it on debug build.
//
// From a performance point of view, it might cost a little on big upscaling
// but normally few RT are miss so it must remain reasonable.
if (s_IS_OPENGL) {
if (m_preload_frame) {
GL_INS("Preloading the RT DATA");
dst->m_dirty.push_back(GSDirtyRect(GSVector4i(0, 0, TEX0.TBW * 64, h), TEX0.PSM));
dst->Update();
} else {
#ifdef ENABLE_OGL_DEBUG #ifdef ENABLE_OGL_DEBUG
// In theory new textures contain invalidated data. Still in theory a new target
// must contains the content of the GS memory.
// In practice, TC will wrongly invalidate some RT. For example due to write on the alpha
// channel but colors is still valid. Unfortunately TC doesn't support the upload of data
// in target.
//
// Cleaning the code here will likely break several games. However it might reduce
// the noise in draw call debugging. It is the main reason to enable it on debug build.
//
// From a performance point of view, it might cost a little on big upscaling
// but normally few RT are miss so it must remain reasonable.
if (s_IS_OPENGL) {
switch (type) { switch (type) {
case RenderTarget: m_renderer->m_dev->ClearRenderTarget(dst->m_texture, 0); break; case RenderTarget: m_renderer->m_dev->ClearRenderTarget(dst->m_texture, 0); break;
case DepthStencil: m_renderer->m_dev->ClearDepth(dst->m_texture, 0); break; case DepthStencil: m_renderer->m_dev->ClearDepth(dst->m_texture, 0); break;
default:break; default:break;
} }
}
#endif #endif
}
}
} }
if(m_renderer->CanUpscale()) if(m_renderer->CanUpscale())