GS: Increase sensitivity of texflush but avoid some situations

This commit is contained in:
refractionpcsx2 2024-05-19 16:25:54 +01:00 committed by lightningterror
parent 8d0af30e0e
commit fb4aaf5236
1 changed files with 19 additions and 8 deletions

View File

@ -907,6 +907,9 @@ void GSState::ApplyTEX0(GIFRegTEX0& TEX0)
if (i == m_prev_env.PRIM.CTXT)
{
if (m_prev_env.CTXT[i].TEX0.TBP0 != m_env.CTXT[i].TEX0.TBP0)
m_texflush_flag = false;
if ((m_prev_env.CTXT[i].TEX0.U64 ^ m_env.CTXT[i].TEX0.U64) & mask)
m_dirty_gs_regs |= (1 << DIRTY_REG_TEX0);
else
@ -1181,7 +1184,10 @@ void GSState::GIFRegHandlerFOGCOL(const GIFReg* RESTRICT r)
void GSState::GIFRegHandlerTEXFLUSH(const GIFReg* RESTRICT r)
{
GL_REG("TEXFLUSH = 0x%x_%x PRIM TME %x", r->U32[1], r->U32[0], PRIM->TME);
m_texflush_flag = true;
// No need to do a flush if TEX0 has changed
if (!(m_dirty_gs_regs & (1 << DIRTY_REG_TEX0)))
m_texflush_flag = true;
}
template <int i>
@ -3244,8 +3250,8 @@ __forceinline void GSState::HandleAutoFlush()
const float s = std::min((m_v.ST.S / m_v.RGBAQ.Q), 1.0f);
const float t = std::min((m_v.ST.T / m_v.RGBAQ.Q), 1.0f);
tex_coord.x = (int)((1 << m_context->TEX0.TW) * s);
tex_coord.y = (int)((1 << m_context->TEX0.TH) * t);
tex_coord.x = static_cast<int>((1 << m_context->TEX0.TW) * s);
tex_coord.y = static_cast<int>((1 << m_context->TEX0.TH) * t);
}
GSVector4i tex_rect = tex_coord.xyxy();
@ -3267,8 +3273,8 @@ __forceinline void GSState::HandleAutoFlush()
const float s = std::min((v->ST.S / v->RGBAQ.Q), 1.0f);
const float t = std::min((v->ST.T / v->RGBAQ.Q), 1.0f);
tex_coord.x = (int)((1 << m_context->TEX0.TW) * s);
tex_coord.y = (int)((1 << m_context->TEX0.TH) * t);
tex_coord.x = static_cast<int>(std::round((1 << m_context->TEX0.TW) * s));
tex_coord.y = static_cast<int>(std::round((1 << m_context->TEX0.TH) * t));
}
tex_rect.x = std::min(tex_rect.x, tex_coord.x);
@ -3297,8 +3303,8 @@ __forceinline void GSState::HandleAutoFlush()
const float s = std::min((v->ST.S / v->RGBAQ.Q), 1.0f);
const float t = std::min((v->ST.T / v->RGBAQ.Q), 1.0f);
tex_coord.x = (int)((1 << m_context->TEX0.TW) * s);
tex_coord.y = (int)((1 << m_context->TEX0.TH) * t);
tex_coord.x = static_cast<int>(std::round((1 << m_context->TEX0.TW) * s));
tex_coord.y = static_cast<int>(std::round((1 << m_context->TEX0.TH) * t));
}
const int clamp_minu = m_context->CLAMP.MINU;
@ -3354,6 +3360,11 @@ __forceinline void GSState::HandleAutoFlush()
// Nothing being drawn intersect with the new texture, so no point in checking further.
if (tex_psm.depth == frame_psm.depth && tex_rect.rintersect(temp_draw_rect).rempty())
return;
else if (m_texflush_flag)
{
Flush(GSFlushReason::AUTOFLUSH);
return;
}
const int tex_page_mask_x = ~(tex_psm.pgs.x - 1);
const int tex_page_mask_y = ~(tex_psm.pgs.y - 1);
@ -3362,7 +3373,7 @@ __forceinline void GSState::HandleAutoFlush()
const GSVector4i tex_page = tex_rect.xyxy() & tex_page_mask;
// Crossed page since last draw end
if (!tex_page.eq(last_tex_page) || m_texflush_flag)
if (!tex_page.eq(last_tex_page))
{
// Make sure the format matches, otherwise the coordinates aren't gonna match, so the draws won't intersect.
if (tex_psm.bpp == frame_psm.bpp && (m_context->FRAME.FBW == m_context->TEX0.TBW))