[D3D12] EDRAM store sorting fix and RT base logging
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@ -727,6 +727,8 @@ bool RenderTargetCache::UpdateRenderTargets(const D3D12Shader* pixel_shader) {
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if (!binding.is_bound || render_target == nullptr) {
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if (!binding.is_bound || render_target == nullptr) {
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continue;
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continue;
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}
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}
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XELOGGPU("RT Color %u: base %u, format %u", i, edram_bases[i],
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formats[i]);
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command_processor_->PushTransitionBarrier(
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command_processor_->PushTransitionBarrier(
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render_target->resource, render_target->state,
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render_target->resource, render_target->state,
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D3D12_RESOURCE_STATE_RENDER_TARGET);
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D3D12_RESOURCE_STATE_RENDER_TARGET);
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@ -746,6 +748,7 @@ bool RenderTargetCache::UpdateRenderTargets(const D3D12Shader* pixel_shader) {
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RenderTarget* depth_render_target = depth_binding.render_target;
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RenderTarget* depth_render_target = depth_binding.render_target;
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current_pipeline_render_targets_[4].guest_render_target = 4;
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current_pipeline_render_targets_[4].guest_render_target = 4;
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if (depth_binding.is_bound && depth_render_target != nullptr) {
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if (depth_binding.is_bound && depth_render_target != nullptr) {
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XELOGGPU("RT Depth: base %u, format %u", edram_bases[4], formats[4]);
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command_processor_->PushTransitionBarrier(
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command_processor_->PushTransitionBarrier(
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depth_render_target->resource, depth_render_target->state,
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depth_render_target->resource, depth_render_target->state,
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D3D12_RESOURCE_STATE_DEPTH_WRITE);
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D3D12_RESOURCE_STATE_DEPTH_WRITE);
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@ -2021,19 +2024,21 @@ void RenderTargetCache::StoreRenderTargetsToEDRAM() {
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// Sort the bindings in ascending order of EDRAM base so data in the render
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// Sort the bindings in ascending order of EDRAM base so data in the render
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// targets placed farther in EDRAM isn't lost in case of overlap.
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// targets placed farther in EDRAM isn't lost in case of overlap.
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std::sort(
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std::sort(store_bindings, store_bindings + store_binding_count,
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store_bindings, store_bindings + store_binding_count,
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[this](uint32_t a, uint32_t b) {
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[this](uint32_t a, uint32_t b) {
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if (current_bindings_[a].edram_base < current_bindings_[b].edram_base) {
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uint32_t base_a = current_bindings_[a].edram_base;
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return true;
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uint32_t base_b = current_bindings_[b].edram_base;
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}
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if (base_a == base_b) {
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// If EDRAM bases are the same (not really a valid usage, but happens in
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// If EDRAM bases are the same (not really a valid usage, but
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// Banjo-Tooie - in case color writing was enabled for invalid render
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// happens in Banjo-Tooie - in case color writing was enabled
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// targets in some draw call), treat the render targets with the lowest
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// for invalid render targets in some draw call), treat the
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// index as more important (it's the primary one after all, while the
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// render targets with the lowest index as more important (it's
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// rest are additional). Depth buffer has lower priority, otherwise the
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// the primary one after all, while the rest are additional).
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// Xbox Live Arcade logo disappears.
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// Depth buffer has lower priority, otherwise the Xbox Live
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// Arcade logo disappears.
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return a > b;
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return a > b;
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}
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return base_a < base_b;
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});
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});
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// Calculate the dispatch width.
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// Calculate the dispatch width.
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