GS/HW: Get rid of 2 frame forced preload

This commit is contained in:
Stenzek 2023-07-23 20:10:35 +10:00 committed by Connor McLaughlin
parent 97672828e8
commit c927e4785b
3 changed files with 11 additions and 35 deletions

View File

@ -228,7 +228,6 @@ public:
bool m_isPackedUV_HackFlag = false;
bool m_channel_shuffle = false;
u8 m_scanmask_used = 0;
u8 m_force_preload = 0;
u32 m_dirty_gs_regs = 0;
int m_backed_up_ctx = 0;
std::vector<GSUploadQueue> m_draw_transfers;

View File

@ -95,15 +95,11 @@ float GSRendererHW::GetUpscaleMultiplier()
void GSRendererHW::Reset(bool hardware_reset)
{
// Force targets to preload for 2 frames (for 30fps games).
static constexpr u8 TARGET_PRELOAD_FRAMES = 2;
// Read back on CSR Reset, conditional downloading on render swap etc handled elsewhere.
if (!hardware_reset)
g_texture_cache->ReadbackAll();
g_texture_cache->RemoveAll();
m_force_preload = TARGET_PRELOAD_FRAMES;
GSRenderer::Reset(hardware_reset);
}
@ -117,22 +113,10 @@ void GSRendererHW::UpdateSettings(const Pcsx2Config::GSOptions& old_config)
void GSRendererHW::VSync(u32 field, bool registers_written, bool idle_frame)
{
if (m_force_preload > 0)
{
m_force_preload--;
if (m_force_preload == 0)
{
for (auto iter = m_draw_transfers.rbegin(); iter != m_draw_transfers.rend(); iter++)
{
if ((s_n - iter->draw) > 5)
{
m_draw_transfers.erase(m_draw_transfers.begin(), std::next(iter).base());
break;
}
}
}
}
else if (!idle_frame)
if (GSConfig.LoadTextureReplacements)
GSTextureReplacements::ProcessAsyncLoadedTextures();
if (!idle_frame)
{
// If it did draws very recently, we should keep the recent stuff in case it hasn't been preloaded/used yet.
// Rocky Legend does this with the main menu FMV's.
@ -151,24 +135,16 @@ void GSRendererHW::VSync(u32 field, bool registers_written, bool idle_frame)
{
m_draw_transfers.clear();
}
}
if (GSConfig.LoadTextureReplacements)
GSTextureReplacements::ProcessAsyncLoadedTextures();
// Don't age the texture cache when no draws or EE writes have occurred.
// Xenosaga needs its targets kept around while it's loading, because it uses them for a fade transition.
if (idle_frame)
{
GL_INS("No draws or transfers, not aging TC");
g_texture_cache->IncAge();
}
else
{
g_texture_cache->IncAge();
// Don't age the texture cache when no draws or EE writes have occurred.
// Xenosaga needs its targets kept around while it's loading, because it uses them for a fade transition.
GL_INS("No draws or transfers, not aging TC");
}
GSRenderer::VSync(field, registers_written, idle_frame);
if (g_texture_cache->GetHashCacheMemoryUsage() > 1024 * 1024 * 1024)
{
Host::AddKeyedOSDMessage("HashCacheOverflow",
@ -182,6 +158,8 @@ void GSRendererHW::VSync(u32 field, bool registers_written, bool idle_frame)
m_skip = 0;
m_skip_offset = 0;
GSRenderer::VSync(field, registers_written, idle_frame);
}
GSTexture* GSRendererHW::GetOutput(int i, float& scale, int& y_offset)

View File

@ -1639,7 +1639,6 @@ void GSTextureCache::PreloadTarget(GIFRegTEX0 TEX0, const GSVector2i& size, cons
if (TEX0.TBW > 0 && supported_fmt)
{
const bool forced_preload = GSRendererHW::GetInstance()->m_force_preload > 0;
const GSVector4i newrect = GSVector4i::loadh(size);
const u32 rect_end = GSLocalMemory::GetUnwrappedEndBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, newrect);
@ -1647,7 +1646,7 @@ void GSTextureCache::PreloadTarget(GIFRegTEX0 TEX0, const GSVector2i& size, cons
rgba._u32 = GSUtil::GetChannelMask(TEX0.PSM);
dst->UpdateValidity(GSVector4i::loadh(valid_size));
if (!is_frame && !forced_preload && !preload)
if (!is_frame && !preload)
{
if (preserve_target || !draw_rect.eq(dst->m_valid))
{