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9 Commits

Author SHA1 Message Date
lightningterror
0bea015dcd GS/HW: Adjust blending when tex is fb.
Prefer sw blend when it's a channel shuffle with barriers enabled.
Prefer sw blend if it's tex is fb when there is no overlap, fb is already
being read so we can use sw blend.
Swap full barriers with one barrier if it's a channel shuffle,
prims shouldn't overlap anyway.
2025-05-08 05:05:49 +02:00
Ziemas
fe0b401edd vtlb: silence backpatch log spam
Since this works well right now I don't think we need this.
2025-05-07 19:46:33 +02:00
Ziemas
69f8e82c3f gs: Missing cmath include 2025-05-07 19:31:44 +02:00
chaoticgd
79d3d43a85 Docs: Update Zydis license 2025-05-07 14:40:51 +02:00
chaoticgd
e8a7f596bc Docs: Update LZ4 license 2025-05-07 14:40:51 +02:00
chaoticgd
a096c00b68 Docs: Escape third party license text with HTML entities 2025-05-07 14:40:51 +02:00
chaoticgd
e284ef8906 Docs: Add index section to third party licenses file 2025-05-07 14:40:51 +02:00
chaoticgd
154a8750dc Docs: Add more missing third party licenses 2025-05-07 14:40:51 +02:00
chaoticgd
0de4ca4a19 Docs: Sort third party licenses alphabetically 2025-05-07 14:40:51 +02:00
4 changed files with 3690 additions and 2706 deletions

File diff suppressed because it is too large Load Diff

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@@ -6,6 +6,8 @@
#include "GS/GSGL.h"
#include "GS/GSUtil.h"
#include <cmath>
static bool s_nativeres;
#define RPRIM r.PRIM

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@@ -5015,10 +5015,8 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
// Hitman suffers from this, not sure on the exact scenario at the moment, but we need the barrier.
if (PRIM->ABE && m_context->ALPHA.IsCdInBlend())
{
if (m_prim_overlap == PRIM_OVERLAP_NO || !g_gs_device->Features().texture_barrier)
m_conf.require_one_barrier = true;
else
m_conf.require_full_barrier = true;
// Assume no overlap when it's a channel shuffle, no need for full barriers.
m_conf.require_one_barrier = true;
}
// This is for offsetting the texture, however if the texture has a region clamp, we don't want to move it.
@@ -5287,9 +5285,10 @@ void GSRendererHW::EmulateBlending(int rt_alpha_min, int rt_alpha_max, const boo
const bool one_barrier = m_conf.require_one_barrier || blend_ad_alpha_masked;
// Condition 1: Require full sw blend for full barrier.
// Condition 2: One barrier is already enabled, prims don't overlap so let's use sw blend instead.
// Condition 3: A shuffle is unlikely to overlap, so when a barrier is enabled like from fbmask we can prefer full sw blend.
const bool prefer_sw_blend = (features.texture_barrier && m_conf.require_full_barrier) || (m_conf.require_one_barrier && no_prim_overlap) || m_conf.ps.shuffle;
// Condition 2: One barrier is already enabled, prims don't overlap or is a channel shuffle so let's use sw blend instead.
// Condition 3: A texture shuffle is unlikely to overlap, so we can prefer full sw blend.
// Condition 4: If it's tex in fb draw and there's no overlap prefer sw blend, fb is already being read.
const bool prefer_sw_blend = (features.texture_barrier && m_conf.require_full_barrier) || (m_conf.require_one_barrier && (no_prim_overlap || m_channel_shuffle)) || m_conf.ps.shuffle || (no_prim_overlap && (m_conf.tex == m_conf.rt));
const bool free_blend = blend_non_recursive // Free sw blending, doesn't require barriers or reading fb
|| accumulation_blend; // Mix of hw/sw blending
@@ -7440,8 +7439,8 @@ __ri void GSRendererHW::DrawPrims(GSTextureCache::Target* rt, GSTextureCache::Ta
// Multi-pass algorithms shouldn't be needed with full barrier and backends may not handle this correctly
pxAssert(!m_conf.require_full_barrier || !m_conf.ps.colclip_hw);
// Swap full barrier for one barrier when there's no overlap, or a texture shuffle.
if (m_conf.require_full_barrier && (m_prim_overlap == PRIM_OVERLAP_NO || m_conf.ps.shuffle))
// Swap full barrier for one barrier when there's no overlap, or a shuffle.
if (m_conf.require_full_barrier && (m_prim_overlap == PRIM_OVERLAP_NO || m_conf.ps.shuffle || m_channel_shuffle))
{
m_conf.require_full_barrier = false;
m_conf.require_one_barrier = true;

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@@ -929,9 +929,11 @@ void vtlb_DynBackpatchLoadStore(uptr code_address, u32 code_size, u32 guest_pc,
static constexpr u32 SHADOW_SIZE = 0;
#endif
#if 0
DevCon.WriteLn("Backpatching %s at %p[%u] (pc %08X vaddr %08X): Bitmask %08X %08X Addr %u Data %u Size %u Flags %02X %02X",
is_load ? "load" : "store", (void*)code_address, code_size, guest_pc, guest_addr, gpr_bitmask, fpr_bitmask,
address_register, data_register, size_in_bits, is_signed, is_load);
#endif
u8* thunk = recBeginThunk();