Compare commits

...

19 Commits

Author SHA1 Message Date
refractionpcsx2
35093c3e37 GS/HW: Avoid single pixel overlap on lookups + improve buffer splitting 2025-06-27 18:04:29 +02:00
refractionpcsx2
4e5dac3e25 GameDB: Add fixes for MLB 11 and Toro to Kyuujitsu 2025-06-27 18:03:48 +02:00
refractionpcsx2
c52e84ac41 GS/HW: Add ability to detect 16bit clears with 32bit draw 2025-06-27 18:03:48 +02:00
refractionpcsx2
7f8488771d GS/TC: Improve heuristics for sequenced draws inside targets 2025-06-27 18:03:48 +02:00
refractionpcsx2
57ff271f4b GS/HW: Fix up offset Z behaviours and copy ranges 2025-06-27 18:03:48 +02:00
refractionpcsx2
43703755f8 GS/HW: Improve double half clear detection heuristics 2025-06-27 18:03:48 +02:00
refractionpcsx2
17b6cc00ab GS/HW: When expanding a target for display, expand valid area 2025-06-27 18:03:19 +02:00
JordanTheToaster
a03563b366 GameDB: The Golden Compass fixes 2025-06-26 13:44:29 +02:00
lightningterror
ff9da17498 GS/DX11: Allow to pick whenever to update sr or ss, and some reordering.
No need to call sampler update when updating conflicting srvs.
2025-06-26 13:43:51 +02:00
lightningterror
722bc94270 GS/DX11: Cache shader resource and sampler.
Might help speed things up, requires srv and rtv conflicts to be resolved.
2025-06-26 13:43:51 +02:00
lightningterror
d51a5db5b1 GS/GL: Add missing texture barrier count. 2025-06-26 09:20:54 +02:00
PCSX2 Bot
04541ae2ab [ci skip] Qt: Update Base Translation. 2025-06-25 07:15:25 +02:00
JordanTheToaster
c58a67815b GameDB: Stuart Little 3 loading screen fix 2025-06-25 00:03:28 +02:00
JordanTheToaster
085f964cd9 CI/Linux: Link ffmpeg for the appimage 2025-06-24 06:18:38 +02:00
Mrlinkwii
a8b6e448eb GameDB: remove reference to old GSC 2025-06-24 06:13:14 +02:00
PCSX2 Bot
78ab8381d9 [ci skip] PAD: Update to latest controller database. 2025-06-24 06:12:26 +02:00
PCSX2 Bot
49a5d82086 [ci skip] Qt: Update Base Translation. 2025-06-24 06:12:04 +02:00
TheLastRar
4ed129ccac FSUI: Improve layout scaling in games list selected preview 2025-06-24 06:11:49 +02:00
lightningterror
ed09dca17e GS/DX11: Also check DrawMultiStretchRects copy for srv conflicts with rtv.
Also adjust the naming.
2025-06-23 15:09:03 +02:00
12 changed files with 1170 additions and 993 deletions

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@@ -144,6 +144,7 @@ jobs:
-DCMAKE_CXX_COMPILER_LAUNCHER=ccache \
-DENABLE_SETCAP=OFF \
-DDISABLE_ADVANCE_SIMD=TRUE \
-DUSE_LINKED_FFMPEG=ON \
-DCMAKE_DISABLE_PRECOMPILE_HEADERS=ON \
$ADDITIONAL_CMAKE_ARGS

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@@ -905,6 +905,8 @@ PCPX-96323:
name-sort: "とろときゅうじつ [でも]"
name-en: "Toro to Kyuujitsu [Demo Movie]"
region: "NTSC-J"
gsHWFixes:
textureInsideRT: 1 # Fixes depth shadow stenciling effects.
PCPX-96324:
name: "デュアルハーツ [体験版]"
name-sort: "でゅあるはーつ [たいけんばん]"
@@ -6074,6 +6076,8 @@ SCES-53409:
SCES-53422:
name: "Stuart Little 3 - Big Photo Adventure"
region: "PAL-M9"
gameFixes:
- InstantDMAHack # Fixes loading screen corruption.
gsHWFixes:
autoFlush: 2 # Fixes missing effects.
SCES-53449:
@@ -7551,8 +7555,11 @@ SCKA-20066:
name: "EyeToy - Play 3"
region: "NTSC-K"
SCKA-20067:
name: "Stuart Little 3 - Big Photo Adventure"
name: "스튜어트 리틀 3 - 빅 포토 어드벤처"
name-en: "Stuart Little 3 - Big Photo Adventure"
region: "NTSC-K"
gameFixes:
- InstantDMAHack # Fixes loading screen corruption.
gsHWFixes:
autoFlush: 2 # Fixes missing effects.
SCKA-20068:
@@ -7940,6 +7947,7 @@ SCKA-20142:
region: "NTSC-K"
gsHWFixes:
textureInsideRT: 1 # Needed for mipmapping to function correctly.
mipmap: 0 # Currently causes texture corruption.
SCKA-20171:
name: "Let's Bravo Music"
region: "NTSC-K"
@@ -8455,6 +8463,8 @@ SCPS-15015:
name-en: "Toro to Kyuujitsu"
region: "NTSC-J"
compat: 5
gsHWFixes:
textureInsideRT: 1 # Fixes depth shadow stenciling effects.
SCPS-15016:
name: "みんなのGOLF 3"
name-sort: "みんなのごるふ 3"
@@ -12799,6 +12809,7 @@ SCUS-97657:
compat: 5
gsHWFixes:
textureInsideRT: 1 # Needed for mipmapping to function correctly.
mipmap: 0 # Currently causes texture corruption.
SCUS-97660:
name: "SingStar - Latino"
region: "NTSC-U"
@@ -21812,7 +21823,6 @@ SLES-53028:
halfPixelOffset: 5 # Fixes alignment of shuffles and post-processing.
autoFlush: 1 # Fixes sun intensity.
textureInsideRT: 1 # Fixes post-processing.
getSkipCount: "GSC_HitmanBloodMoney"
SLES-53029:
name: "Hitman - Blood Money"
region: "PAL-F"
@@ -21823,7 +21833,6 @@ SLES-53029:
halfPixelOffset: 5 # Fixes alignment of shuffles and post-processing.
autoFlush: 1 # Fixes sun intensity.
textureInsideRT: 1 # Fixes post-processing.
getSkipCount: "GSC_HitmanBloodMoney"
SLES-53030:
name: "Hitman - Blood Money"
region: "PAL-G"
@@ -21834,7 +21843,6 @@ SLES-53030:
halfPixelOffset: 5 # Fixes alignment of shuffles and post-processing.
autoFlush: 1 # Fixes sun intensity.
textureInsideRT: 1 # Fixes post-processing.
getSkipCount: "GSC_HitmanBloodMoney"
SLES-53031:
name: "Hitman - Blood Money"
region: "PAL-I"
@@ -21845,7 +21853,6 @@ SLES-53031:
halfPixelOffset: 5 # Fixes alignment of shuffles and post-processing.
autoFlush: 1 # Fixes sun intensity.
textureInsideRT: 1 # Fixes post-processing.
getSkipCount: "GSC_HitmanBloodMoney"
SLES-53032:
name: "Hitman - Blood Money"
region: "PAL-S"
@@ -21856,7 +21863,6 @@ SLES-53032:
halfPixelOffset: 5 # Fixes alignment of shuffles and post-processing.
autoFlush: 1 # Fixes sun intensity.
textureInsideRT: 1 # Fixes post-processing.
getSkipCount: "GSC_HitmanBloodMoney"
SLES-53035:
name: "Masters of the Universe - He-Man - Defender of Greyskull"
region: "PAL-E"
@@ -27980,6 +27986,10 @@ SLES-54996:
name: "The Golden Compass"
name-sort: "Golden Compass, The"
region: "PAL-M5"
gsHWFixes:
halfPixelOffset: 4 # Aligns post processing.
autoFlush: 1 # Fixes light penetrating objects and intensity.
nativeScaling: 2 # Aligns post processing.
SLES-54997:
name: "Mercenaries 2 - World in Flames"
region: "PAL-E"
@@ -28187,7 +28197,11 @@ SLES-55011:
SLES-55012:
name: "The Golden Compass"
name-sort: "Golden Compass, The"
region: "PAL-M5"
region: "PAL-SC"
gsHWFixes:
halfPixelOffset: 4 # Aligns post processing.
autoFlush: 1 # Fixes light penetrating objects and intensity.
nativeScaling: 2 # Aligns post processing.
SLES-55013:
name: "Iridium Runners"
region: "PAL-M5"
@@ -68432,7 +68446,6 @@ SLUS-21108:
halfPixelOffset: 5 # Fixes alignment of shuffles and post-processing.
autoFlush: 1 # Fixes sun intensity.
textureInsideRT: 1 # Fixes post-processing.
getSkipCount: "GSC_HitmanBloodMoney"
SLUS-21109:
name: "Drive to Survive"
region: "NTSC-U"
@@ -69996,6 +70009,8 @@ SLUS-21341:
name: "Stuart Little 3 - Big Photo Adventure"
region: "NTSC-U"
compat: 5
gameFixes:
- InstantDMAHack # Fixes loading screen corruption.
gsHWFixes:
autoFlush: 2 # Fixes missing effects.
SLUS-21342:
@@ -71944,6 +71959,10 @@ SLUS-21677:
name-sort: "Golden Compass, The"
region: "NTSC-U"
compat: 5
gsHWFixes:
halfPixelOffset: 4 # Aligns post processing.
autoFlush: 1 # Fixes light penetrating objects and intensity.
nativeScaling: 2 # Aligns post processing.
SLUS-21678:
name: "Dragon Ball Z - Budokai Tenkaichi 3"
region: "NTSC-U"
@@ -74353,8 +74372,8 @@ SLUS-29191:
vuClampMode: 0 # Fixes bump mapping issues
gsHWFixes:
textureInsideRT: 1 # Fixes post-processing.
autoFlush: 1 # Fixes sun intensity in Hitman.
halfPixelOffset: 5 # Fixes alignment of shuffles and post-processing in Hitman.
getSkipCount: "GSC_HitmanBloodMoney"
SLUS-29192:
name: "Test Drive Unlimited [Public Beta Vol.1.0]"
region: "NTSC-U"

View File

@@ -329,6 +329,7 @@
030000000d0f0000ee00000000000000,Horipad Mini 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f0000c100000000000000,Horipad Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
030000000d0f0000f600000000000000,Horipad Nintendo Switch Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
030000000d0f00000202000000000000,Horipad O Nintendo Switch 2 Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,misc2:b14,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows,
030000000d0f00006700000000000000,Horipad One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
030000000d0f00009601000000000000,Horipad Steam,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,misc2:b2,paddle1:b5,paddle2:b15,paddle3:b18,paddle4:b19,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
030000000d0f0000dc00000000000000,Horipad Switch,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,

File diff suppressed because it is too large Load Diff

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@@ -1105,14 +1105,14 @@ float GSDevice11::GetAndResetAccumulatedGPUTime()
void GSDevice11::DrawPrimitive()
{
g_perfmon.Put(GSPerfMon::DrawCalls, 1);
PSUpdateShaderState();
PSUpdateShaderState(true, true);
m_ctx->Draw(m_vertex.count, m_vertex.start);
}
void GSDevice11::DrawIndexedPrimitive()
{
g_perfmon.Put(GSPerfMon::DrawCalls, 1);
PSUpdateShaderState();
PSUpdateShaderState(true, true);
m_ctx->DrawIndexed(m_index.count, m_index.start, m_vertex.start);
}
@@ -1120,7 +1120,7 @@ void GSDevice11::DrawIndexedPrimitive(int offset, int count)
{
pxAssert(offset + count <= (int)m_index.count);
g_perfmon.Put(GSPerfMon::DrawCalls, 1);
PSUpdateShaderState();
PSUpdateShaderState(true, true);
m_ctx->DrawIndexed(count, m_index.start + offset, m_vertex.start);
}
@@ -1280,8 +1280,10 @@ void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture*
GSVector2i ds;
if (dTex)
{
// ps unbind conflicting srvs
PSUnbindConflictingSRVs(dTex);
ds = dTex->GetSize();
PSUnbindConflictingSRVs(dTex, nullptr);
if (draw_in_depth)
OMSetRenderTargets(nullptr, dTex);
else
@@ -1293,6 +1295,7 @@ void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture*
}
// om
if (draw_in_depth)
OMSetDepthStencilState(m_convert.dss_write.get(), 0);
else
@@ -1342,6 +1345,9 @@ void GSDevice11::PresentRect(GSTexture* sTex, const GSVector4& sRect, GSTexture*
GSVector2i ds;
if (dTex)
{
// ps unbind conflicting srvs
PSUnbindConflictingSRVs(dTex);
ds = dTex->GetSize();
OMSetRenderTargets(dTex, nullptr);
}
@@ -1357,6 +1363,7 @@ void GSDevice11::PresentRect(GSTexture* sTex, const GSVector4& sRect, GSTexture*
m_ctx->UpdateSubresource(m_present.ps_cb.get(), 0, nullptr, &cb, 0, 0);
// om
OMSetDepthStencilState(m_convert.dss.get(), 0);
OMSetBlendState(m_convert.bs[D3D11_COLOR_WRITE_ENABLE_ALL].get(), 0);
@@ -1455,6 +1462,7 @@ void GSDevice11::DrawMultiStretchRects(const MultiStretchRect* rects, u32 num_re
VSSetShader(m_convert.vs.get(), nullptr);
PSSetShader(m_convert.ps[static_cast<int>(shader)].get(), nullptr);
PSUnbindConflictingSRVs(dTex);
OMSetDepthStencilState(dTex->IsRenderTarget() ? m_convert.dss.get() : m_convert.dss_write.get(), 0);
OMSetRenderTargets(dTex->IsRenderTarget() ? dTex : nullptr, dTex->IsDepthStencil() ? dTex : nullptr);
@@ -2111,7 +2119,7 @@ void GSDevice11::RenderImGui()
// Since we don't have the GSTexture...
m_state.ps_sr_views[0] = reinterpret_cast<ID3D11ShaderResourceView*>(pcmd->GetTexID());
PSUpdateShaderState();
PSUpdateShaderState(true, true);
m_ctx->DrawIndexed(pcmd->ElemCount, m_index.start + pcmd->IdxOffset, vertex_offset + pcmd->VtxOffset);
}
@@ -2131,6 +2139,10 @@ void GSDevice11::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vert
m_ctx->ClearDepthStencilView(*static_cast<GSTexture11*>(ds), D3D11_CLEAR_STENCIL, 0.0f, 0);
// ps unbind conflicting srvs
PSUnbindConflictingSRVs(ds);
// om
OMSetDepthStencilState(m_date.dss.get(), 1);
@@ -2359,19 +2371,55 @@ void GSDevice11::PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb)
}
}
void GSDevice11::PSUpdateShaderState()
void GSDevice11::PSUpdateShaderState(const bool sr_update, const bool ss_update)
{
m_ctx->PSSetShaderResources(0, m_state.ps_sr_views.size(), m_state.ps_sr_views.data());
m_ctx->PSSetSamplers(0, m_state.ps_ss.size(), m_state.ps_ss.data());
// Shader resource caching requires srv/rtv hazards to be resolved, ensure PSUnbindConflictingSRVs handle.
if (sr_update)
{
bool sr_changed = false;
for (size_t i = 0; i < m_state.ps_sr_views.size(); ++i)
{
if (m_state.ps_cached_sr_views[i] != m_state.ps_sr_views[i])
{
sr_changed = true;
break;
}
}
if (sr_changed)
{
m_state.ps_cached_sr_views = m_state.ps_sr_views;
m_ctx->PSSetShaderResources(0, m_state.ps_sr_views.size(), m_state.ps_sr_views.data());
}
}
if (ss_update)
{
bool ss_changed = false;
for (size_t i = 0; i < m_state.ps_ss.size(); ++i)
{
if (m_state.ps_cached_ss[i] != m_state.ps_ss[i])
{
ss_changed = true;
break;
}
}
if (ss_changed)
{
m_state.ps_cached_ss = m_state.ps_ss;
m_ctx->PSSetSamplers(0, m_state.ps_ss.size(), m_state.ps_ss.data());
}
}
}
void GSDevice11::PSUnbindConflictingSRVs(GSTexture* rt, GSTexture* ds)
void GSDevice11::PSUnbindConflictingSRVs(GSTexture* tex1, GSTexture* tex2)
{
// Make sure no SRVs are bound using the same texture before binding it to a RTV.
bool changed = false;
for (size_t i = 0; i < m_state.ps_sr_views.size(); i++)
{
if ((rt && m_state.ps_sr_views[i] == *(GSTexture11*)rt) || (ds && m_state.ps_sr_views[i] == *(GSTexture11*)ds))
if ((tex1 && m_state.ps_sr_views[i] == *(GSTexture11*)tex1) || (tex2 && m_state.ps_sr_views[i] == *(GSTexture11*)tex2))
{
m_state.ps_sr_views[i] = nullptr;
changed = true;
@@ -2379,7 +2427,7 @@ void GSDevice11::PSUnbindConflictingSRVs(GSTexture* rt, GSTexture* ds)
}
if (changed)
PSUpdateShaderState();
PSUpdateShaderState(true, false);
}
void GSDevice11::OMSetDepthStencilState(ID3D11DepthStencilState* dss, u8 sref)

View File

@@ -145,9 +145,11 @@ private:
ID3D11VertexShader* vs;
ID3D11Buffer* vs_cb;
std::array<ID3D11ShaderResourceView*, MAX_TEXTURES> ps_sr_views;
std::array<ID3D11ShaderResourceView*, MAX_TEXTURES> ps_cached_sr_views;
ID3D11PixelShader* ps;
ID3D11Buffer* ps_cb;
std::array<ID3D11SamplerState*, MAX_SAMPLERS> ps_ss;
std::array<ID3D11SamplerState*, MAX_SAMPLERS> ps_cached_ss;
GSVector2i viewport;
GSVector4i scissor;
u32 vb_stride;
@@ -324,8 +326,8 @@ public:
void PSSetShaderResource(int i, GSTexture* sr);
void PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb);
void PSUpdateShaderState();
void PSUnbindConflictingSRVs(GSTexture* rt, GSTexture* ds);
void PSUpdateShaderState(const bool sr_update, const bool ss_update);
void PSUnbindConflictingSRVs(GSTexture* tex1 = nullptr, GSTexture* tex2 = nullptr);
void PSSetSamplerState(ID3D11SamplerState* ss0);
void OMSetDepthStencilState(ID3D11DepthStencilState* dss, u8 sref);

View File

@@ -2230,6 +2230,7 @@ void GSRendererHW::Draw()
// We mess with this state as an optimization, so take a copy and use that instead.
const GSDrawingContext* context = m_context;
m_cached_ctx.TEX0 = context->TEX0;
m_cached_ctx.TEXA = m_draw_env->TEXA;
m_cached_ctx.CLAMP = context->CLAMP;
m_cached_ctx.TEST = context->TEST;
m_cached_ctx.FRAME = context->FRAME;
@@ -2363,7 +2364,7 @@ void GSRendererHW::Draw()
const GSLocalMemory::psm_t& tex_psm = GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM];
if (PRIM->TME && tex_psm.pal > 0)
{
m_mem.m_clut.Read32(m_cached_ctx.TEX0, env.TEXA);
m_mem.m_clut.Read32(m_cached_ctx.TEX0, m_cached_ctx.TEXA);
if (m_mem.m_clut.GetGPUTexture())
{
CalcAlphaMinMax(0, 255);
@@ -2672,6 +2673,48 @@ void GSRendererHW::Draw()
GSVector2i(1, 1));
height_invalid = false;
}
const u32 vert_index = (m_vt.m_primclass == GS_TRIANGLE_CLASS) ? 2 : 1;
u32 const_color = m_vertex.buff[m_index.buff[vert_index]].RGBAQ.U32[0];
u32 fb_mask = m_cached_ctx.FRAME.FBMSK;
// If we could just check the colour, it would be great, but Echo Night decided it's going to set the alpha and green to 128, for some reason, and actually be 32bit, so it ruined my day.
GSTextureCache::Target* rt_tgt = g_texture_cache->GetExactTarget(m_cached_ctx.FRAME.Block(), m_cached_ctx.FRAME.FBW, GSTextureCache::RenderTarget, m_cached_ctx.FRAME.Block() + 1);
const bool clear_16bit_likely = !(context->FRAME.PSM & 0x2) && ((rt_tgt && (rt_tgt->m_TEX0.PSM & 2)) || (!rt_tgt && ((static_cast<int>(context->FRAME.FBW) * 64) <= (PCRTCDisplays.GetResolution().x >> 1) || m_r.height() <= (PCRTCDisplays.GetResolution().y >> 1))));
rt_tgt = nullptr;
if (clear_16bit_likely && ((const_color != 0 && (const_color >> 16) == (const_color & 0xFFFF) && ((const_color >> 8) & 0xFF) != (const_color & 0xFF)) ||
(fb_mask != 0 && (fb_mask >> 16) == (fb_mask & 0xFFFF) && ((fb_mask >> 8) & 0xFF) != (fb_mask & 0xFF))))
{
const int get_next_ctx = m_env.PRIM.CTXT;
const GSDrawingContext& next_ctx = m_env.CTXT[get_next_ctx];
GL_CACHE("Clear 16bit with 32bit %d", s_n);
// May have already been resized through the split draw checks.
if (!(m_cached_ctx.FRAME.PSM & 2))
{
if (next_ctx.FRAME.FBW == (m_cached_ctx.FRAME.FBW * 2))
{
m_cached_ctx.FRAME.FBW *= 2;
m_r.z *= 2;
}
else
{
m_r.w *= 2;
}
}
// Convert colour and masks to 16bit and set a custom TEXA for this draw.
const_color = ((const_color & 0x1F) << 3) | ((const_color & 0x3E0) << 6) | ((const_color & 0x7C00) << 9) | ((const_color & 0x8000) << 16);
m_cached_ctx.FRAME.FBMSK = ((fb_mask & 0x1F) << 3) | ((fb_mask & 0x3E0) << 6) | ((fb_mask & 0x7C00) << 9) | ((fb_mask & 0x8000) << 16);
m_cached_ctx.TEXA.AEM = 0;
m_cached_ctx.TEXA.TA0 = 0;
m_cached_ctx.TEXA.TA1 = 128;
m_cached_ctx.FRAME.PSM = (m_cached_ctx.FRAME.PSM & 2) ? m_cached_ctx.FRAME.PSM : PSMCT16;
m_vertex.buff[m_index.buff[1]].RGBAQ.U32[0] = const_color;
ReplaceVerticesWithSprite(m_r, GSVector2i(m_r.width(), m_r.height()));
}
// Be careful of being 1 pixel from filled.
const bool page_aligned = (m_r.w % pgs.y) == (pgs.y - 1) || (m_r.w % pgs.y) == 0;
@@ -2936,7 +2979,7 @@ void GSRendererHW::Draw()
}
possible_shuffle = !no_rt && (((shuffle_target /*&& GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].bpp == 16*/) /*|| (m_cached_ctx.FRAME.Block() == m_cached_ctx.TEX0.TBP0 && ((m_cached_ctx.TEX0.PSM & 0x6) || m_cached_ctx.FRAME.PSM != m_cached_ctx.TEX0.PSM))*/) || IsPossibleChannelShuffle());
const bool need_aem_color = GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].trbpp <= 24 && GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].pal == 0 && ((NeedsBlending() && m_context->ALPHA.C == 0) || IsDiscardingDstAlpha()) && m_draw_env->TEXA.AEM;
const bool need_aem_color = GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].trbpp <= 24 && GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].pal == 0 && ((NeedsBlending() && m_context->ALPHA.C == 0) || IsDiscardingDstAlpha()) && m_cached_ctx.TEXA.AEM;
const u32 color_mask = (m_vt.m_max.c > GSVector4i::zero()).mask();
const bool texture_function_color = m_cached_ctx.TEX0.TFX == TFX_DECAL || (color_mask & 0xFFF) || (m_cached_ctx.TEX0.TFX > TFX_DECAL && (color_mask & 0xF000));
const bool texture_function_alpha = m_cached_ctx.TEX0.TFX != TFX_MODULATE || (color_mask & 0xF000);
@@ -2953,8 +2996,8 @@ void GSRendererHW::Draw()
}
else
{
src = tex_psm.depth ? g_texture_cache->LookupDepthSource(true, TEX0, env.TEXA, MIP_CLAMP, tmm.coverage, possible_shuffle, m_vt.IsLinear(), m_cached_ctx.FRAME, req_color, req_alpha) :
g_texture_cache->LookupSource(true, TEX0, env.TEXA, MIP_CLAMP, tmm.coverage, (GSConfig.HWMipmap || GSConfig.TriFilter == TriFiltering::Forced) ? &hash_lod_range : nullptr,
src = tex_psm.depth ? g_texture_cache->LookupDepthSource(true, TEX0, m_cached_ctx.TEXA, MIP_CLAMP, tmm.coverage, possible_shuffle, m_vt.IsLinear(), m_cached_ctx.FRAME, req_color, req_alpha) :
g_texture_cache->LookupSource(true, TEX0, m_cached_ctx.TEXA, MIP_CLAMP, tmm.coverage, (GSConfig.HWMipmap || GSConfig.TriFilter == TriFiltering::Forced) ? &hash_lod_range : nullptr,
possible_shuffle, m_vt.IsLinear(), m_cached_ctx.FRAME, req_color, req_alpha);
if (!src) [[unlikely]]
@@ -3603,17 +3646,18 @@ void GSRendererHW::Draw()
if (ds && rt && (m_cached_ctx.ZBUF.Block() - ds->m_TEX0.TBP0) != (m_cached_ctx.FRAME.Block() - rt->m_TEX0.TBP0))
{
m_using_temp_z = true;
const int page_offset = (static_cast<int>(m_cached_ctx.ZBUF.Block() - ds->m_TEX0.TBP0) / 32);
const int z_vertical_offset = (page_offset / std::max(ds->m_TEX0.TBW, 1U)) * GSLocalMemory::m_psm[m_cached_ctx.ZBUF.PSM].pgs.y;
const int z_horizontal_offset = (page_offset % std::max(ds->m_TEX0.TBW, 1U)) * GSLocalMemory::m_psm[m_cached_ctx.ZBUF.PSM].pgs.x;
const int page_offset = static_cast<int>(m_cached_ctx.ZBUF.Block() - ds->m_TEX0.TBP0) / 32;
const int rt_page_offset = static_cast<int>(m_cached_ctx.FRAME.Block() - rt->m_TEX0.TBP0) / 32;
const int z_vertical_offset = (page_offset / std::max(static_cast<int>(ds->m_TEX0.TBW), 1)) * GSLocalMemory::m_psm[m_cached_ctx.ZBUF.PSM].pgs.y;
const int z_horizontal_offset = (page_offset % std::max(static_cast<int>(ds->m_TEX0.TBW), 1)) * GSLocalMemory::m_psm[m_cached_ctx.ZBUF.PSM].pgs.x;
if (g_texture_cache->GetTemporaryZ() != nullptr)
{
GSTextureCache::TempZAddress z_address_info = g_texture_cache->GetTemporaryZInfo();
const int old_z_vertical_offset = (page_offset / std::max(ds->m_TEX0.TBW, 1U)) * GSLocalMemory::m_psm[m_cached_ctx.ZBUF.PSM].pgs.y;
const int old_z_horizontal_offset = (page_offset % std::max(ds->m_TEX0.TBW, 1U)) * GSLocalMemory::m_psm[m_cached_ctx.ZBUF.PSM].pgs.x;
const int old_z_vertical_offset = (z_address_info.offset / std::max(static_cast<int>(ds->m_TEX0.TBW), 1)) * GSLocalMemory::m_psm[m_cached_ctx.ZBUF.PSM].pgs.y;
const int old_z_horizontal_offset = (z_address_info.offset % std::max(static_cast<int>(ds->m_TEX0.TBW), 1)) * GSLocalMemory::m_psm[m_cached_ctx.ZBUF.PSM].pgs.x;
if (ds->m_TEX0.TBP0 != z_address_info.ZBP || z_address_info.offset != page_offset)
if (ds->m_TEX0.TBP0 != z_address_info.ZBP || z_address_info.offset != page_offset || z_address_info.rt_offset != rt_page_offset)
g_texture_cache->InvalidateTemporaryZ();
else if (!m_r.rintersect(z_address_info.rect_since).rempty() && m_cached_ctx.TEST.ZTST > ZTST_ALWAYS)
{
@@ -3633,10 +3677,11 @@ void GSRendererHW::Draw()
if (g_texture_cache->GetTemporaryZ() == nullptr)
{
ds->Update(); // We need to update any dirty bits of Z before the copy
m_temp_z_full_copy = false;
const int get_next_ctx = m_env.PRIM.CTXT;
const GSDrawingContext& next_ctx = m_env.CTXT[get_next_ctx];
const int rt_page_offset = (static_cast<int>(m_cached_ctx.FRAME.Block() - rt->m_TEX0.TBP0) / 32);
const int vertical_page_offset = (rt_page_offset / std::max(static_cast<int>(rt->m_TEX0.TBW), 1));
const int vertical_offset = vertical_page_offset * frame_psm.pgs.y;
const int horizontal_offset = (rt_page_offset - (vertical_page_offset * std::max(static_cast<int>(rt->m_TEX0.TBW), 1))) * frame_psm.pgs.x;
@@ -3644,36 +3689,21 @@ void GSRendererHW::Draw()
const u32 horizontal_size = std::max(rt->m_unscaled_size.x, ds->m_unscaled_size.x);
const u32 vertical_size = std::max(rt->m_unscaled_size.y, ds->m_unscaled_size.y);
GSVector4i dRect = GSVector4i(horizontal_offset * ds->m_scale, vertical_offset * ds->m_scale, ds->m_unscaled_size.x * ds->m_scale, ds->m_unscaled_size.y * ds->m_scale);
GSVector4i dRect = GSVector4i(horizontal_offset * ds->m_scale, vertical_offset * ds->m_scale, (horizontal_offset + (ds->m_unscaled_size.x - z_horizontal_offset)) * ds->m_scale, (vertical_offset + (ds->m_unscaled_size.y - z_vertical_offset)) * ds->m_scale);
const int new_height = std::max(static_cast<int>(vertical_size * ds->m_scale), dRect.w);
const int new_width = std::max(static_cast<int>(horizontal_size * ds->m_scale), dRect.z);
// Size here should match whichever is biggest, since that's probably what's going to happen with it further down.
const int new_height = std::min(2048, std::max(t_size.y, static_cast<int>(vertical_size))) * ds->m_scale;
const int new_width = std::min(2048, std::max(t_size.x, static_cast<int>(horizontal_size))) * ds->m_scale;
const int height_diff = new_height - (ds->m_unscaled_size.y * ds->m_scale);
const int width_diff = new_width - (ds->m_unscaled_size.x * ds->m_scale);
if (GSTexture* tex = g_gs_device->CreateDepthStencil(new_width, new_height, GSTexture::Format::DepthStencil, true))
{
GSVector4 sRect = GSVector4(static_cast<float>(z_horizontal_offset) / static_cast<float>(ds->m_unscaled_size.x), static_cast<float>(z_vertical_offset) / static_cast<float>(ds->m_unscaled_size.y), 1.0f - (static_cast<float>(horizontal_offset - z_horizontal_offset) / static_cast<float>(ds->m_unscaled_size.x)), 1.0f - (static_cast<float>(vertical_offset - z_vertical_offset) / static_cast<float>(ds->m_unscaled_size.y)));
GSVector4 sRect = GSVector4(static_cast<float>(z_horizontal_offset) / static_cast<float>(ds->m_unscaled_size.x), static_cast<float>(z_vertical_offset) / static_cast<float>(ds->m_unscaled_size.y), 1.0f , 1.0f);
const bool restricted_copy = !(((next_ctx.ZBUF.ZBP == m_context->ZBUF.ZBP && next_ctx.FRAME.FBP == m_context->FRAME.FBP)) && !(IsPossibleChannelShuffle() && !IsPageCopy()));
if (!restricted_copy)
{
if (height_diff)
{
const int adjust = std::min(height_diff, (vertical_offset - z_vertical_offset));
sRect.w += static_cast<float>(adjust) / static_cast<float>(ds->m_unscaled_size.y);
dRect.w += adjust;
}
if (width_diff)
{
const int adjust = std::min(width_diff, (horizontal_offset - z_horizontal_offset));
sRect.z += static_cast<float>(adjust) / static_cast<float>(ds->m_unscaled_size.x);
dRect.z += adjust;
}
}
else
if (restricted_copy)
{
// m_r already has horizontal_offset (rt offset) applied)
dRect = GSVector4i(m_r.x * ds->m_scale, m_r.y * ds->m_scale, ((1 + m_r.z) * ds->m_scale), ((1 + m_r.w) * ds->m_scale));
@@ -3686,10 +3716,13 @@ void GSRendererHW::Draw()
GL_CACHE("HW: RT in RT Z copy on draw %d z_vert_offset %d", s_n, page_offset);
g_gs_device->StretchRect(ds->m_texture, sRect, tex, GSVector4(dRect), ShaderConvert::DEPTH_COPY, false);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
if (m_cached_ctx.TEST.ZTST > ZTST_ALWAYS || !dRect.rintersect(GSVector4i(GSVector4(m_r) * ds->m_scale)).eq(dRect))
{
g_gs_device->StretchRect(ds->m_texture, sRect, tex, GSVector4(dRect), ShaderConvert::DEPTH_COPY, false);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
}
g_texture_cache->SetTemporaryZ(tex);
g_texture_cache->SetTemporaryZInfo(ds->m_TEX0.TBP0, page_offset);
g_texture_cache->SetTemporaryZInfo(ds->m_TEX0.TBP0, page_offset, rt_page_offset);
t_size.y = std::max(static_cast<int>(new_height / ds->m_scale), t_size.y);
}
else
@@ -4328,7 +4361,10 @@ void GSRendererHW::Draw()
const GSLocalMemory::psm_t& z_psm = GSLocalMemory::m_psm[m_cached_ctx.ZBUF.PSM];
const int vertical_offset = ((static_cast<int>(m_cached_ctx.FRAME.Block() - rt->m_TEX0.TBP0) / 32) / std::max(static_cast<int>(rt->m_TEX0.TBW), 1)) * frame_psm.pgs.y;
const int z_vertical_offset = ((static_cast<int>(m_cached_ctx.ZBUF.Block() - ds->m_TEX0.TBP0) / 32) / std::max(static_cast<int>(ds->m_TEX0.TBW), 1)) * z_psm.pgs.y;
const GSVector4i ds_rect = m_r - GSVector4i(vertical_offset - z_vertical_offset);
const int z_horizontal_offset = ((static_cast<int>(m_cached_ctx.ZBUF.Block() - ds->m_TEX0.TBP0) / 32) % std::max(rt->m_TEX0.TBW, 1U)) * z_psm.pgs.x;
const int horizontal_offset = ((static_cast<int>(m_cached_ctx.FRAME.Block() - rt->m_TEX0.TBP0) / 32) % std::max(static_cast<int>(rt->m_TEX0.TBW), 1)) * frame_psm.pgs.x;
const GSVector4i ds_rect = m_r - GSVector4i(horizontal_offset - z_horizontal_offset, vertical_offset - z_vertical_offset).xyxy();
ds->UpdateValidity(ds_rect, z_update && (can_update_size || (ds_rect.w <= (resolution.y * 2) && !m_texture_shuffle)));
ds->UpdateDrawn(ds_rect, z_update && (can_update_size || (ds_rect.w <= (resolution.y * 2) && !m_texture_shuffle)));
}
@@ -4573,14 +4609,14 @@ void GSRendererHW::Draw()
{
const int get_next_ctx = m_env.PRIM.CTXT;
const GSDrawingContext& next_ctx = m_env.CTXT[get_next_ctx];
const int z_vertical_offset = ((static_cast<int>(m_cached_ctx.ZBUF.Block() - ds->m_TEX0.TBP0) / 32) / std::max(rt->m_TEX0.TBW, 1U)) * GSLocalMemory::m_psm[m_cached_ctx.ZBUF.PSM].pgs.y;
const int z_horizontal_offset = ((static_cast<int>(m_cached_ctx.ZBUF.Block() - ds->m_TEX0.TBP0) / 32) % std::max(rt->m_TEX0.TBW, 1U)) * GSLocalMemory::m_psm[m_cached_ctx.ZBUF.PSM].pgs.x;
const int z_vertical_offset = ((static_cast<int>(m_cached_ctx.ZBUF.Block() - ds->m_TEX0.TBP0) / 32) / std::max(static_cast<int>(rt->m_TEX0.TBW), 1)) * GSLocalMemory::m_psm[m_cached_ctx.ZBUF.PSM].pgs.y;
const int z_horizontal_offset = ((static_cast<int>(m_cached_ctx.ZBUF.Block() - ds->m_TEX0.TBP0) / 32) % std::max(static_cast<int>(rt->m_TEX0.TBW), 1)) * GSLocalMemory::m_psm[m_cached_ctx.ZBUF.PSM].pgs.x;
const int vertical_offset = ((static_cast<int>(m_cached_ctx.FRAME.Block() - rt->m_TEX0.TBP0) / 32) / std::max(static_cast<int>(rt->m_TEX0.TBW), 1)) * frame_psm.pgs.y;
const int horizontal_offset = ((static_cast<int>(m_cached_ctx.FRAME.Block() - rt->m_TEX0.TBP0) / 32) % std::max(static_cast<int>(rt->m_TEX0.TBW), 1)) * frame_psm.pgs.x;
if (was_written)
{
const GSVector4i ds_real_rect = real_rect - GSVector4i(vertical_offset - z_vertical_offset);
const GSVector4i ds_real_rect = real_rect - GSVector4i(horizontal_offset - z_horizontal_offset, vertical_offset - z_vertical_offset).xyxy();
ds->UpdateValidity(ds_real_rect, !z_masked && (can_update_size || (ds_real_rect.w <= (resolution.y * 2) && !m_texture_shuffle)));
}
@@ -6344,7 +6380,7 @@ __ri void GSRendererHW::EmulateTextureSampler(const GSTextureCache::Target* rt,
// 2/ Only keep aem when it is useful (avoid useless shader permutation)
if (m_conf.ps.shuffle)
{
const GIFRegTEXA& TEXA = m_draw_env->TEXA;
const GIFRegTEXA& TEXA = m_cached_ctx.TEXA;
// Force a 32 bits access (normally shuffle is done on 16 bits)
// m_ps_sel.tex_fmt = 0; // removed as an optimization
@@ -6398,7 +6434,7 @@ __ri void GSRendererHW::EmulateTextureSampler(const GSTextureCache::Target* rt,
}
else if (tex->m_target)
{
const GIFRegTEXA& TEXA = m_draw_env->TEXA;
const GIFRegTEXA& TEXA = m_cached_ctx.TEXA;
// Use an old target. AEM and index aren't resolved it must be done
// on the GPU
@@ -7235,13 +7271,13 @@ __ri void GSRendererHW::DrawPrims(GSTextureCache::Target* rt, GSTextureCache::Ta
const GSVector4i shuffle_rect = GSVector4i(m_vt.m_min.p.x, m_vt.m_min.p.y, m_vt.m_max.p.x, m_vt.m_max.p.y);
if (!rt->m_valid.rintersect(shuffle_rect).eq(rt->m_valid) || (m_cached_ctx.FRAME.FBMSK & 0xFFFC0000))
{
rt_new_alpha_max = std::max(static_cast<int>((std::max(m_draw_env->TEXA.TA1, m_draw_env->TEXA.TA0) & 0x80) + 127), rt_new_alpha_max) | fba_value;
rt_new_alpha_min = std::min(static_cast<int>(std::min(m_draw_env->TEXA.TA1, m_draw_env->TEXA.TA0) & 0x80), rt_new_alpha_min);
rt_new_alpha_max = std::max(static_cast<int>((std::max(m_cached_ctx.TEXA.TA1, m_cached_ctx.TEXA.TA0) & 0x80) + 127), rt_new_alpha_max) | fba_value;
rt_new_alpha_min = std::min(static_cast<int>(std::min(m_cached_ctx.TEXA.TA1, m_cached_ctx.TEXA.TA0) & 0x80), rt_new_alpha_min);
}
else
{
rt_new_alpha_max = (std::max(m_draw_env->TEXA.TA1, m_draw_env->TEXA.TA0) & 0x80) + 127 | fba_value;
rt_new_alpha_min = (std::min(m_draw_env->TEXA.TA1, m_draw_env->TEXA.TA0) & 0x80) | fba_value;
rt_new_alpha_max = (std::max(m_cached_ctx.TEXA.TA1, m_cached_ctx.TEXA.TA0) & 0x80) + 127 | fba_value;
rt_new_alpha_min = (std::min(m_cached_ctx.TEXA.TA1, m_cached_ctx.TEXA.TA0) & 0x80) | fba_value;
}
rt->m_alpha_range = true;
}
@@ -8156,7 +8192,7 @@ bool GSRendererHW::CanUseSwPrimRender(bool no_rt, bool no_ds, bool draw_sprite_t
return false;
}
const bool need_aem_color = GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].trbpp <= 24 && GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].pal == 0 && ((NeedsBlending() && m_context->ALPHA.C == 0) || IsDiscardingDstAlpha()) && m_draw_env->TEXA.AEM;
const bool need_aem_color = GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].trbpp <= 24 && GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].pal == 0 && ((NeedsBlending() && m_context->ALPHA.C == 0) || IsDiscardingDstAlpha()) && m_cached_ctx.TEXA.AEM;
const u32 color_mask = (m_vt.m_max.c > GSVector4i::zero()).mask();
const bool texture_function_color = m_cached_ctx.TEX0.TFX == TFX_DECAL || (color_mask & 0xFFF) || (m_cached_ctx.TEX0.TFX > TFX_DECAL && (color_mask & 0xF000));
const bool texture_function_alpha = m_cached_ctx.TEX0.TFX != TFX_MODULATE || (color_mask & 0xF000);
@@ -8336,8 +8372,8 @@ bool GSRendererHW::DetectDoubleHalfClear(bool& no_rt, bool& no_ds)
return false;
}
// Z and color must be constant and the same
if (m_vt.m_eq.rgba != 0xFFFF || !m_vt.m_eq.z)
// Z and color must be constant and the same and both are enabled.
if (m_vt.m_eq.rgba != 0xFFFF || !m_vt.m_eq.z || (no_ds != no_rt))
return false;
const u32 write_color = GetConstantDirectWriteMemClearColor();
@@ -8416,7 +8452,7 @@ bool GSRendererHW::DetectDoubleHalfClear(bool& no_rt, bool& no_ds)
// bang up next to each other, or a double half clear. The two are really difficult to differentiate.
// Have to check both contexts, because God of War 2 likes to do this in-between setting TRXDIR, which
// causes a flush, and we don't have the next context backed up index set.
bool horizontal = false;
bool horizontal = std::abs(static_cast<int>(m_cached_ctx.FRAME.FBP) - static_cast<int>(m_cached_ctx.ZBUF.ZBP)) == (m_cached_ctx.FRAME.FBW >> 1);
const bool possible_next_clear = !m_env.PRIM.TME && !(m_env.SCANMSK.MSK & 2) && !m_env.CTXT[next_ctx].TEST.ATE && !m_env.CTXT[next_ctx].TEST.DATE &&
(!m_env.CTXT[next_ctx].TEST.ZTE || m_env.CTXT[next_ctx].TEST.ZTST == ZTST_ALWAYS);
@@ -8499,6 +8535,14 @@ bool GSRendererHW::DetectDoubleHalfClear(bool& no_rt, bool& no_ds)
else
{
const int height = m_r.height();
// We don't want to double half clear already full sized targets, making them double the size, this could be very bad.
// This gets triggered by Monster Lab which clears the Z and FRAME in one go, butted up against each other.
// It's highly unlikely that it will actually require a > 600 high framebuffer, but check with the display height first.
const int display_height = PCRTCDisplays.GetResolution().y;
if ((display_height != 0 && height >= (display_height - 1)) || height > 300)
return false;
m_r.w = ((half - base) / m_cached_ctx.FRAME.FBW) * frame_psm.pgs.y;
m_r.w += m_r.y + height;
}

View File

@@ -140,6 +140,7 @@ private:
struct HWCachedCtx
{
GIFRegTEX0 TEX0;
GIFRegTEXA TEXA;
GIFRegCLAMP CLAMP;
GIFRegTEST TEST;
GIFRegFRAME FRAME;

View File

@@ -1792,7 +1792,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const bool is_color, const
//rect = rect.rintersect(t->m_valid);
if (rect.rintersect(t->m_valid).rempty())
if (rect.rintersect(t->m_valid - GSVector4i(0, 1).xyxy()).rempty())
continue;
if (!t->m_dirty.empty())
@@ -2382,6 +2382,15 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
// Probably pointing to half way through the target
else if (!min_rect.rempty() && GSConfig.UserHacks_TextureInsideRt >= GSTextureInRtMode::InsideTargets)
{
// Some games misuse the scissor so it ends up valid 1 pixel over, which causes hell for us. So check if it still overlaps without the extra pixel.
const GSVector4i adjusted_valid = GSVector4i(t->m_valid.x, t->m_valid.y, std::min(t->m_valid.z, static_cast<int>(t->m_TEX0.TBW) * 64), t->m_valid.w - 1);
const u32 adjusted_endblock = GSLocalMemory::GetEndBlockAddress(t->m_TEX0.TBP0, t->m_TEX0.TBW, t->m_TEX0.PSM, adjusted_valid);
if (adjusted_endblock <= bp)
{
i++;
continue;
}
const u32 widthpage_offset = (std::abs(static_cast<int>(bp - t->m_TEX0.TBP0)) >> 5) % std::max(t->m_TEX0.TBW, 1U);
const bool is_aligned_ok = widthpage_offset == 0 || ((min_rect.width() <= static_cast<int>((t->m_TEX0.TBW - widthpage_offset) * 64) && (t->m_TEX0.TBW == TEX0.TBW || TEX0.TBW == 1)) && bp >= t->m_TEX0.TBP0);
const bool no_target_or_newer = (!dst || ((GSState::s_n - dst->m_last_draw) < (GSState::s_n - t->m_last_draw)));
@@ -2389,10 +2398,11 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
const bool ds_offset = !ds || offset != 0;
const bool is_double_buffer = TEX0.TBP0 == ((((t->m_end_block + 1) - t->m_TEX0.TBP0) / 2) + t->m_TEX0.TBP0);
const bool source_match = src && src->m_TEX0.TBP0 == bp && src->m_TEX0.TBW == TEX0.TBW && src->m_from_target && src->m_from_target == t;
const bool was_used_last_draw = t->m_last_draw == (GSState::s_n - 1);
// if it's a shuffle, some games tend to offset back by a page, such as Tomb Raider, for no disernable reason, but it then causes problems.
// This can also happen horizontally (Catwoman moves everything one page left with shuffles), but this is too messy to deal with right now.
const bool overlaps = t->Overlaps(bp, TEX0.TBW, TEX0.PSM, min_rect) || (is_shuffle && src && GSLocalMemory::m_psm[src->m_TEX0.PSM].bpp == 8 && t->Overlaps(bp, TEX0.TBW, TEX0.PSM, min_rect + GSVector4i(0, 0, 0, 32)));
if (source_match || (no_target_or_newer && is_aligned_ok && width_match && overlaps && (is_shuffle || ds_offset || is_double_buffer)))
if (source_match || (no_target_or_newer && is_aligned_ok && width_match && overlaps && (is_shuffle || ds_offset || is_double_buffer || was_used_last_draw)))
{
const GSLocalMemory::psm_t& s_psm = GSLocalMemory::m_psm[TEX0.PSM];
@@ -2400,9 +2410,10 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
// 896 is just 448 * 2,just gives the buffer chance to be larger than normal, in case they do something like 640x640, or something ridiculous.
if (!is_shuffle && (ds && offset == 0 && (t->m_valid.w >= 896) && ((((t->m_end_block + 1) - t->m_TEX0.TBP0) >> 1) + t->m_TEX0.TBP0) <= bp))
{
t->m_valid.w /= 2;
t->m_end_block = ((((t->m_end_block + 1) - t->m_TEX0.TBP0) >> 1) + t->m_TEX0.TBP0) - 1;
continue;
u32 offset = (((bp - t->m_TEX0.TBP0) >> 5) / std::max(t->m_TEX0.TBW, 1U)) * s_psm.pgs.y;
dst = CreateTarget(TEX0, GSVector2i(t->m_valid.z, t->m_valid.w - offset), GSVector2i(t->m_valid.z, t->m_valid.w - offset), scale, type, true, fbmask, false, false, preserve_rgb || preserve_alpha, GSVector4i::zero(), src);
dst->m_32_bits_fmt |= (psm_s.bpp != 16);
break;
}
// I know what you're thinking, and I hate the guy who wrote it too (me). Project Snowblind, Tomb Raider etc decide to offset where they're drawing using a channel shuffle, and this gets messy, so best just to kill the old target.
@@ -3404,7 +3415,7 @@ bool GSTextureCache::PreloadTarget(GIFRegTEX0 TEX0, const GSVector2i& size, cons
Target* t = *j;
if (dst != t && t->m_TEX0.PSM == dst->m_TEX0.PSM && t->Overlaps(dst->m_TEX0.TBP0, dst->m_TEX0.TBW, dst->m_TEX0.PSM, dst_valid) &&
static_cast<int>(((t->m_TEX0.TBP0 - dst->m_TEX0.TBP0) / 32) % std::max(dst->m_TEX0.TBW, 1U)) <= std::max(0, static_cast<int>(dst->m_TEX0.TBW - t->m_TEX0.TBW)))
((std::abs(static_cast<int>(t->m_TEX0.TBP0 - dst->m_TEX0.TBP0)) >> 5) % std::max(static_cast<int>(dst->m_TEX0.TBW), 1)) <= std::max(0, static_cast<int>(dst->m_TEX0.TBW - t->m_TEX0.TBW)))
{
const u32 buffer_width = std::max(1U, dst->m_TEX0.TBW);
@@ -3427,7 +3438,7 @@ bool GSTextureCache::PreloadTarget(GIFRegTEX0 TEX0, const GSVector2i& size, cons
}
// If the two targets are misaligned, it's likely a relocation, so we can just kill the old target.
// Kill targets that are overlapping new targets, but ignore the copy if the old target is dirty because we favour GS memory.
if (((((t->m_TEX0.TBP0 - dst->m_TEX0.TBP0) >> 5) % buffer_width) != 0) && !t->m_dirty.empty())
if (((std::abs(static_cast<int>(t->m_TEX0.TBP0 - dst->m_TEX0.TBP0) >> 5) % buffer_width) != 0) && !t->m_dirty.empty())
{
InvalidateSourcesFromTarget(t);
i = list.erase(j);
@@ -3441,6 +3452,23 @@ bool GSTextureCache::PreloadTarget(GIFRegTEX0 TEX0, const GSVector2i& size, cons
{
GSVector4i new_valid = t->m_valid;
new_valid.w /= 2;
if (preserve_target && t->m_scale == dst->m_scale && dst->m_type == t->m_type && dst->m_dirty.empty() && !t->m_drawn_since_read.rintersect(new_valid).eq(t->m_drawn_since_read))
{
// Clamp the copy inside the source and destination.
const GSVector4i copy_rect = GSVector4i(GSVector4((new_valid + GSVector4i(0, new_valid.w).xyxy()).rintersect(t->m_drawn_since_read).rintersect(GSVector4i(0, 0, dst->m_unscaled_size.x, new_valid.w + dst->m_unscaled_size.y))) * dst->m_scale);
// Copy over the double buffer data, in case we need it.
// Clear the dirty first
t->Update();
dst->m_valid_rgb = t->m_valid_rgb;
dst->m_valid_alpha_low = t->m_valid_alpha_low;
dst->m_valid_alpha_high = t->m_valid_alpha_high;
dst->m_alpha_max = t->m_alpha_max;
dst->m_alpha_min = t->m_alpha_min;
dst->m_rt_alpha_scale = t->m_rt_alpha_scale;
g_gs_device->CopyRect(t->m_texture, dst->m_texture, copy_rect, 0, 0);
}
GL_INS("TC: RT resize buffer for FBP 0x%x, %dx%d => %d,%d", t->m_TEX0.TBP0, t->m_valid.width(), t->m_valid.height(), new_valid.width(), new_valid.height());
t->ResizeValidity(new_valid);
return hw_clear.value_or(false);
@@ -3850,6 +3878,9 @@ void GSTextureCache::ScaleTargetForDisplay(Target* t, const GIFRegTEX0& dispfb,
{
const GSVector4i right(old_width, 0, preload_width, needed_height);
const GSVector4i bottom(0, old_height, old_width, needed_height);
t->UpdateValidity(right.rintersect(bottom));
AddDirtyRectTarget(t, right, t->m_TEX0.PSM, t->m_TEX0.TBW, rgba);
AddDirtyRectTarget(t, bottom, t->m_TEX0.PSM, t->m_TEX0.TBW, rgba);
}
@@ -3858,6 +3889,9 @@ void GSTextureCache::ScaleTargetForDisplay(Target* t, const GIFRegTEX0& dispfb,
const GSVector4i newrect = GSVector4i((old_height < new_height) ? 0 : old_width,
(old_width < preload_width) ? 0 : old_height,
preload_width, needed_height);
t->UpdateValidity(newrect);
AddDirtyRectTarget(t, newrect, t->m_TEX0.PSM, t->m_TEX0.TBW, rgba);
}
@@ -8057,10 +8091,11 @@ GSTextureCache::TempZAddress GSTextureCache::GetTemporaryZInfo()
return m_temporary_z_info;
}
void GSTextureCache::SetTemporaryZInfo(u32 address, u32 offset)
void GSTextureCache::SetTemporaryZInfo(u32 address, u32 offset, u32 rt_offset)
{
m_temporary_z_info.ZBP = address;
m_temporary_z_info.offset = offset;
m_temporary_z_info.rt_offset = rt_offset;
m_temporary_z_info.rect_since = GSVector4i::zero();
}
void GSTextureCache::SetTemporaryZInfo(TempZAddress address_info)

View File

@@ -213,6 +213,7 @@ public:
{
u32 ZBP;
int offset;
int rt_offset;
GSVector4i rect_since;
};
@@ -567,7 +568,7 @@ public:
void SetTemporaryZ(GSTexture* temp_z);
GSTexture* GetTemporaryZ();
TempZAddress GetTemporaryZInfo();
void SetTemporaryZInfo(u32 address, u32 offset);
void SetTemporaryZInfo(u32 address, u32 offset, u32 rt_offset);
void SetTemporaryZInfo(TempZAddress address_info);
/// Invalidates a temporary Z, a partial copy only created from the current DS for the current draw when Z is not offset but RT is.
void InvalidateTemporaryZ();

View File

@@ -2585,6 +2585,7 @@ void GSDeviceOGL::RenderHW(GSHWDrawConfig& config)
{
// Ensure all depth writes are finished before sampling
GL_INS("GL: Texture barrier to flush depth or rt before reading");
g_perfmon.Put(GSPerfMon::Barriers, 1);
glTextureBarrier();
}
// additional non-pipeline config stuff

View File

@@ -6507,24 +6507,46 @@ void FullscreenUI::DrawGameList(const ImVec2& heading_size)
if (BeginFullscreenColumnWindow(-530.0f, 0.0f, "game_list_info", UIPrimaryDarkColor))
{
const ImVec2 image_size = LayoutScale(ImVec2(275.0f, 400.0f));
ImGui::SetCursorPos(LayoutScale(ImVec2(128.0f, 20.0f)));
const float img_padding_y = LayoutScale(20.0f);
// Spacing between each text item
const float text_spacing_y = LayoutScale(8.0f);
// Space between title/serial and details, is in addition to text_spacing_y
const float title_padding_below_y = LayoutScale(12.0f);
// Estimate how much space is needed for text
// Do this even when nothing is selected, to ensure cover/icon is in a consistant size/position
const float title_detail_height =
LayoutScale(LAYOUT_LARGE_FONT_SIZE) + text_spacing_y + // Title
LayoutScale(LAYOUT_MEDIUM_FONT_SIZE) + text_spacing_y + // Serial
title_padding_below_y +
7.0f * (LayoutScale(LAYOUT_MEDIUM_FONT_SIZE) + text_spacing_y) + // File, CRC, Region, Compat, Time/Last Played, Size
LayoutScale(12.0f); // Extra padding
// Limit cover height to avoid pushing text off the screen
const ImGuiWindow* window = ImGui::GetCurrentWindow();
// Based on ImGui code for WorkRect, with scrolling logic removed
const float window_height = std::trunc(window->InnerRect.GetHeight() - 2.0f * std::max(window->WindowPadding.y, window->WindowBorderSize));
const float free_height = window_height - title_detail_height;
const float img_height = std::min(free_height - 2.0f * img_padding_y, LayoutScale(400.0f));
const ImVec2 image_size = ImVec2(LayoutScale(275.0f), img_height);
ImGui::SetCursorPos(ImVec2(LayoutScale(128.0f), img_padding_y));
if (selected_entry)
DrawGameCover(selected_entry, image_size);
else
DrawFallbackCover(image_size);
const float work_width = ImGui::GetCurrentWindow()->WorkRect.GetWidth();
constexpr float field_margin_y = 10.0f;
constexpr float start_x = 50.0f;
float text_y = 440.0f;
const float work_width = window->WorkRect.GetWidth();
const float start_x = LayoutScale(50.0f);
const float text_y = img_height + 2.0f * img_padding_y;
float text_width;
PushPrimaryColor();
ImGui::SetCursorPos(LayoutScale(start_x, text_y));
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0.0f, field_margin_y));
ImGui::PushTextWrapPos(LayoutScale(480.0f));
ImGui::SetCursorPos(ImVec2(start_x, text_y));
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0.0f, text_spacing_y));
ImGui::PushTextWrapPos(LayoutScale(490.0f));
ImGui::BeginGroup();
if (selected_entry)
@@ -6533,6 +6555,8 @@ void FullscreenUI::DrawGameList(const ImVec2& heading_size)
ImGui::PushFont(g_large_font);
const std::string_view title(std::string_view(selected_entry->GetTitle(true)).substr(0, 37));
text_width = ImGui::CalcTextSize(title.data(), title.data() + title.length(), false, work_width).x;
if (title.length() != selected_entry->GetTitle(true).length())
text_width += ImGui::CalcTextSize("...", nullptr, false, -1.0f).x;
ImGui::SetCursorPosX((work_width - text_width) / 2.0f);
ImGui::TextWrapped(
"%.*s%s", static_cast<int>(title.size()), title.data(), (title.length() == selected_entry->GetTitle(true).length()) ? "" : "...");
@@ -6544,7 +6568,7 @@ void FullscreenUI::DrawGameList(const ImVec2& heading_size)
text_width = ImGui::CalcTextSize(selected_entry->serial.c_str(), nullptr, false, work_width).x;
ImGui::SetCursorPosX((work_width - text_width) / 2.0f);
ImGui::TextWrapped("%s", selected_entry->serial.c_str());
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + 15.0f);
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + title_padding_below_y);
// file tile
ImGui::TextWrapped("%s", SmallString::from_format(FSUI_FSTR("File: {}"), Path::GetFileName(selected_entry->path)).c_str());