mirror of https://github.com/PCSX2/pcsx2.git
GS/HW: Get rid of 2 frame forced preload
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97672828e8
commit
c927e4785b
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@ -228,7 +228,6 @@ public:
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bool m_isPackedUV_HackFlag = false;
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bool m_channel_shuffle = false;
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u8 m_scanmask_used = 0;
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u8 m_force_preload = 0;
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u32 m_dirty_gs_regs = 0;
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int m_backed_up_ctx = 0;
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std::vector<GSUploadQueue> m_draw_transfers;
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@ -95,15 +95,11 @@ float GSRendererHW::GetUpscaleMultiplier()
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void GSRendererHW::Reset(bool hardware_reset)
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{
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// Force targets to preload for 2 frames (for 30fps games).
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static constexpr u8 TARGET_PRELOAD_FRAMES = 2;
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// Read back on CSR Reset, conditional downloading on render swap etc handled elsewhere.
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if (!hardware_reset)
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g_texture_cache->ReadbackAll();
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g_texture_cache->RemoveAll();
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m_force_preload = TARGET_PRELOAD_FRAMES;
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GSRenderer::Reset(hardware_reset);
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}
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@ -117,22 +113,10 @@ void GSRendererHW::UpdateSettings(const Pcsx2Config::GSOptions& old_config)
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void GSRendererHW::VSync(u32 field, bool registers_written, bool idle_frame)
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{
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if (m_force_preload > 0)
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{
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m_force_preload--;
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if (m_force_preload == 0)
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{
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for (auto iter = m_draw_transfers.rbegin(); iter != m_draw_transfers.rend(); iter++)
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{
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if ((s_n - iter->draw) > 5)
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{
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m_draw_transfers.erase(m_draw_transfers.begin(), std::next(iter).base());
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break;
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}
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}
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}
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}
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else if (!idle_frame)
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if (GSConfig.LoadTextureReplacements)
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GSTextureReplacements::ProcessAsyncLoadedTextures();
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if (!idle_frame)
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{
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// If it did draws very recently, we should keep the recent stuff in case it hasn't been preloaded/used yet.
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// Rocky Legend does this with the main menu FMV's.
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@ -151,24 +135,16 @@ void GSRendererHW::VSync(u32 field, bool registers_written, bool idle_frame)
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{
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m_draw_transfers.clear();
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}
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}
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if (GSConfig.LoadTextureReplacements)
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GSTextureReplacements::ProcessAsyncLoadedTextures();
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// Don't age the texture cache when no draws or EE writes have occurred.
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// Xenosaga needs its targets kept around while it's loading, because it uses them for a fade transition.
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if (idle_frame)
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{
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GL_INS("No draws or transfers, not aging TC");
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g_texture_cache->IncAge();
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}
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else
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{
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g_texture_cache->IncAge();
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// Don't age the texture cache when no draws or EE writes have occurred.
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// Xenosaga needs its targets kept around while it's loading, because it uses them for a fade transition.
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GL_INS("No draws or transfers, not aging TC");
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}
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GSRenderer::VSync(field, registers_written, idle_frame);
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if (g_texture_cache->GetHashCacheMemoryUsage() > 1024 * 1024 * 1024)
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{
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Host::AddKeyedOSDMessage("HashCacheOverflow",
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@ -182,6 +158,8 @@ void GSRendererHW::VSync(u32 field, bool registers_written, bool idle_frame)
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m_skip = 0;
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m_skip_offset = 0;
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GSRenderer::VSync(field, registers_written, idle_frame);
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}
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GSTexture* GSRendererHW::GetOutput(int i, float& scale, int& y_offset)
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@ -1639,7 +1639,6 @@ void GSTextureCache::PreloadTarget(GIFRegTEX0 TEX0, const GSVector2i& size, cons
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if (TEX0.TBW > 0 && supported_fmt)
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{
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const bool forced_preload = GSRendererHW::GetInstance()->m_force_preload > 0;
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const GSVector4i newrect = GSVector4i::loadh(size);
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const u32 rect_end = GSLocalMemory::GetUnwrappedEndBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, newrect);
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@ -1647,7 +1646,7 @@ void GSTextureCache::PreloadTarget(GIFRegTEX0 TEX0, const GSVector2i& size, cons
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rgba._u32 = GSUtil::GetChannelMask(TEX0.PSM);
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dst->UpdateValidity(GSVector4i::loadh(valid_size));
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if (!is_frame && !forced_preload && !preload)
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if (!is_frame && !preload)
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{
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if (preserve_target || !draw_rect.eq(dst->m_valid))
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{
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