GS: Partial revert of #4891

Fixes performance problems with Baldur's Gate 2
This commit is contained in:
refractionpcsx2 2021-10-17 15:24:29 +01:00
parent d875bff471
commit c363241fad
1 changed files with 53 additions and 0 deletions

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@ -2991,6 +2991,59 @@ void GSState::GetTextureMinMax(GSVector4i& r, const GIFRegTEX0& TEX0, const GIFR
__assume(0);
}
// Small optimisation left over from a much bigger (and broken) optimisation
// This makes Baldurs Gate 2 go brr. Without it, it's pretty slow due to cutting
// things up in to tiny pieces and the GS allocating a huge texture
if (wms == CLAMP_REPEAT && wmt == CLAMP_REPEAT)
{
GSVector4 st = m_vt.m_min.t.xyxy(m_vt.m_max.t);
if (linear)
{
st += GSVector4(-0.5f, 0.5f).xxyy();
}
GSVector4i uv = GSVector4i(st.floor());
// See commented code below for the meaning of mask
const GSVector4i u = uv & GSVector4i::xffffffff().srl32(32 - tw);
const GSVector4i v = uv & GSVector4i::xffffffff().srl32(32 - th);
GSVector4i uu = uv.sra32(tw);
GSVector4i vv = uv.sra32(th);
const int mask = (uu.upl32(vv) == uu.uph32(vv)).mask();
uv = uv.rintersect(tr);
// This commented code cannot be used directly because it needs uv before the intersection
//if (uv_.x >> tw == uv_.z >> tw)
//{
// vr.x = std::max(vr.x, (uv_.x & ((1 << tw) - 1)));
// vr.z = std::min(vr.z, (uv_.z & ((1 << tw) - 1)) + 1);
//}
if (mask & 0x000f)
{
if (vr.x < u.x)
vr.x = u.x;
if (vr.z > u.z + 1)
vr.z = u.z + 1;
}
//if (uv_.y >> th == uv_.w >> th)
//{
// vr.y = max(vr.y, (uv_.y & ((1 << th) - 1)));
// vr.w = min(vr.w, (uv_.w & ((1 << th) - 1)) + 1);
//}
if (mask & 0xf000)
{
if (vr.y < v.y)
vr.y = v.y;
if (vr.w > v.w + 1)
vr.w = v.w + 1;
}
}
vr = vr.rintersect(tr);
// This really shouldn't happen now except with the clamping region set entirely outside the texture,