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6 Commits

Author SHA1 Message Date
lightningterror
05f5e07e2e GS: Rework automatic renderer pickup.
Check if device can be created first, if not move on to the second best thing and so on.

GCN5 to latest.
DX12 -> VK -> GL -> DX11.

GCN 1.1 to GCN5(not including gcn5)
DX12 -> VK  -> DX11.

GCN1
DX12 -> DX11

Maxwell gen2 and up
DX12 ->VK -> GL -> DX11.

Fermi and up (VK pickup for maxwell 1)
VK -> GL -> DX11

Intel Haswell and up
GL -> DX11
2026-01-29 20:18:40 +01:00
wxvu
204829865d GameDB: Add fixes for Puchi Copter 2 2026-01-29 14:21:14 +01:00
lightningterror
84dc2959c5 GSDumpRunner: Use utf-8 encoding for opening files.
Allows the dump compare to work normally with unique characters.
2026-01-29 14:17:02 +01:00
refractionpcsx2
a85b203689 GS/TC: More fixes for dst_matches and old target deletion. 2026-01-29 14:17:02 +01:00
lightningterror
135d40fb7f GS/TC: Remove targets in reverse lookup if the targets are old. 2026-01-29 14:17:02 +01:00
lightningterror
a0bc7a5d0e GS/TC: Update depth lookup when looking up targets. 2026-01-29 14:17:02 +01:00
11 changed files with 526 additions and 338 deletions

View File

@@ -24781,6 +24781,11 @@ SLES-53820:
SLES-53821:
name: "Radio Helicopter II"
region: "PAL-E"
patches:
9A695202:
content: |-
comment=Patch that nops a branch instruction causing a freeze.
patch=1,EE,001799AC,word,00000000
SLES-53824:
name: "Trapt"
region: "PAL-E"
@@ -40089,6 +40094,11 @@ SLPM-62624:
name-sort: "ぷちこぷたー2"
name-en: "Petit Copter 2"
region: "NTSC-J"
patches:
9A695202:
content: |-
comment=Patch that nops a branch instruction causing a freeze.
patch=1,EE,001799B8,word,00000000
SLPM-62625:
name: "鬼浜爆走愚連隊 激闘編"
name-sort: "おにはまばくそうぐれんたい げきとうへん"

View File

@@ -184,7 +184,7 @@ if __name__ == "__main__":
args = parser.parse_args()
MAX_DIFF_FRAMES = args.maxframes
outfile = open(args.outfile, "w")
outfile = open(args.outfile, "w", encoding="utf-8")
write(FILE_HEADER)
if not check_regression_tests(os.path.realpath(args.baselinedir), os.path.realpath(args.testdir)):

View File

@@ -7,10 +7,16 @@
#include "GS/GSExtra.h"
#include "Host.h"
#ifdef _M_X86
#include "GS/Renderers/DX12/GSDevice12.h"
#if defined(_M_X86) && defined(ENABLE_VULKAN)
#include "GS/Renderers/Vulkan/GSDeviceVK.h"
#endif
#ifdef ENABLE_OPENGL
#include "GS/Renderers/OpenGL/GSDeviceOGL.h"
#endif
#include "common/Console.h"
#include "common/StringUtil.h"
#include "common/Path.h"
@@ -350,9 +356,9 @@ GSRendererType D3D::GetPreferredRenderer()
const auto factory = CreateFactory(false);
const auto adapter = GetChosenOrFirstAdapter(factory.get(), GSConfig.Adapter);
// If we somehow can't get a D3D11 device, it's unlikely any of the renderers are going to work.
// If we somehow can't get a D3D11 device, it's unlikely any of the renderers are going to work, why are we here just to suffer?
if (!adapter)
return GSRendererType::DX11;
return GSRendererType::Null;
const auto get_d3d11_feature_level = [&adapter]() -> std::optional<D3D_FEATURE_LEVEL> {
static const D3D_FEATURE_LEVEL check[] = {
@@ -374,13 +380,30 @@ GSRendererType D3D::GetPreferredRenderer()
Console.WriteLn("D3D11 feature level for autodetection: %x", static_cast<unsigned>(feature_level));
return feature_level;
};
const auto get_d3d12_device = [&adapter]() {
wil::com_ptr_nothrow<ID3D12Device> device;
const HRESULT hr = D3D12CreateDevice(adapter.get(), D3D_FEATURE_LEVEL_12_0, IID_PPV_ARGS(device.put()));
if (FAILED(hr))
Console.Error("D3D12CreateDevice() for automatic renderer failed: %08X", hr);
return device;
static auto showUnsupportedOSD = [](const char* apiName, const char* messageId) {
Host::AddIconOSDMessage(
messageId,
ICON_FA_TV,
TRANSLATE_STR("GS",
fmt::format(
"The {} graphics API was automatically selected, but no compatible devices were found.\n"
" You should update all graphics drivers in your system, including any integrated GPUs\n"
" to use the {} renderer.",
apiName, apiName)
.c_str()),
Host::OSD_WARNING_DURATION);
};
static constexpr auto check_direct3d12_supported = []() {
GSDevice12 device;
if (device.CheckDevice())
return true;
showUnsupportedOSD("Direct3D 12", "D3D12DriverUnsupported");
return false;
};
#ifdef ENABLE_VULKAN
static constexpr auto check_for_mapping_layers = []() {
PCWSTR familyName = L"Microsoft.D3DMappingLayers_8wekyb3d8bbwe";
@@ -405,19 +428,30 @@ GSRendererType D3D::GetPreferredRenderer()
if (check_for_mapping_layers())
return false;
if (!GSDeviceVK::EnumerateGPUs().empty())
GSDeviceVK device;
if (device.CheckDevice())
return true;
Host::AddIconOSDMessage("VKDriverUnsupported", ICON_FA_TV, TRANSLATE_STR("GS",
"The Vulkan graphics API was automatically selected, but no compatible devices were found.\n"
" You should update all graphics drivers in your system, including any integrated GPUs\n"
" to use the Vulkan renderer."), Host::OSD_WARNING_DURATION);
showUnsupportedOSD("Vulkan", "VKDriverUnsupported");
return false;
};
#else
static constexpr auto check_vulkan_supported = []() { return false; };
#endif
#ifdef ENABLE_OPENGL
static constexpr auto check_opengl_supported = []() {
GSDeviceOGL device;
if (device.CheckDevice())
return true;
showUnsupportedOSD("OpenGL", "GLDriverUnsupported");
return false;
};
#else
static constexpr auto check_opengl_supported = []() { return false; };
#endif
switch (GetVendorID(adapter.get()))
{
case VendorID::Nvidia:
@@ -425,13 +459,35 @@ GSRendererType D3D::GetPreferredRenderer()
const std::optional<D3D_FEATURE_LEVEL> feature_level = get_d3d11_feature_level();
if (!feature_level.has_value())
return GSRendererType::DX11;
else if (feature_level == D3D_FEATURE_LEVEL_12_0)
//return check_vulkan_supported() ? GSRendererType::VK : GSRendererType::OGL;
return GSRendererType::DX12;
else if (feature_level == D3D_FEATURE_LEVEL_11_0)
return GSRendererType::OGL;
else
// Maxwell gen2 and newer pickup.
if (feature_level == D3D_FEATURE_LEVEL_12_0)
{
if (check_direct3d12_supported())
return GSRendererType::DX12;
if (check_vulkan_supported())
return GSRendererType::VK;
if (check_opengl_supported())
return GSRendererType::OGL;
return GSRendererType::DX11;
}
// Fermi and newer pickup.
if (feature_level == D3D_FEATURE_LEVEL_11_0)
{
if (check_vulkan_supported())
return GSRendererType::VK;
if (check_opengl_supported())
return GSRendererType::OGL;
return GSRendererType::DX11;
}
return GSRendererType::DX11;
}
case VendorID::AMD:
@@ -439,21 +495,53 @@ GSRendererType D3D::GetPreferredRenderer()
const std::optional<D3D_FEATURE_LEVEL> feature_level = get_d3d11_feature_level();
if (!feature_level.has_value())
return GSRendererType::DX11;
else if (feature_level == D3D_FEATURE_LEVEL_12_0)
//return check_vulkan_supported() ? GSRendererType::VK : GSRendererType::DX12;
return GSRendererType::DX12;
else if (feature_level == D3D_FEATURE_LEVEL_11_1)
return GSRendererType::DX12;
else
// GCN 5.0 and newer pickup.
if (feature_level == D3D_FEATURE_LEVEL_12_1)
{
if (check_direct3d12_supported())
return GSRendererType::DX12;
if (check_vulkan_supported())
return GSRendererType::VK;
if (check_opengl_supported())
return GSRendererType::OGL;
return GSRendererType::DX11;
}
// GCN 1.1 and newer pickup.
if (feature_level == D3D_FEATURE_LEVEL_12_0)
{
if (check_direct3d12_supported())
return GSRendererType::DX12;
if (check_vulkan_supported())
return GSRendererType::VK;
return GSRendererType::DX11;
}
// GCN 1.0 and newer pickup.
if (feature_level == D3D_FEATURE_LEVEL_11_1)
return GSRendererType::DX12;
return GSRendererType::DX11;
}
case VendorID::Intel:
{
const std::optional<D3D_FEATURE_LEVEL> feature_level = get_d3d11_feature_level();
if (!feature_level.has_value())
return GSRendererType::DX11;
// Vulkan has broken barriers, prior to Xe.
// Sampler feedback Tier 0.9 is only present in Tiger Lake/Xe/Arc, so we can use that to
// differentiate between them. Unfortunately, that requires a D3D12 device.
// Edit: It's better to use OpenGL on intel as it has support for fb fetch.
/*
const auto device12 = get_d3d12_device();
if (device12)
{
@@ -471,8 +559,13 @@ GSRendererType D3D::GetPreferredRenderer()
return GSRendererType::OGL;
}
}
*/
// Haswell and newer pickup.
if (feature_level == D3D_FEATURE_LEVEL_11_1)
if (check_opengl_supported())
return GSRendererType::OGL;
Console.WriteLn("Sampler feedback tier 0.9 or Direct3D 12 not found for Intel GPU, using Direct3D 11.");
return GSRendererType::DX11;
}
break;

View File

@@ -831,11 +831,8 @@ bool GSDevice12::HasSurface() const
return static_cast<bool>(m_swap_chain);
}
bool GSDevice12::Create(GSVSyncMode vsync_mode, bool allow_present_throttle)
bool GSDevice12::CheckDevice()
{
if (!GSDevice::Create(vsync_mode, allow_present_throttle))
return false;
u32 vendor_id = 0;
if (!CreateDevice(vendor_id))
return false;
@@ -846,6 +843,17 @@ bool GSDevice12::Create(GSVSyncMode vsync_mode, bool allow_present_throttle)
return false;
}
return true;
}
bool GSDevice12::Create(GSVSyncMode vsync_mode, bool allow_present_throttle)
{
if (!GSDevice::Create(vsync_mode, allow_present_throttle))
return false;
if (!CheckDevice())
return false;
m_name = D3D::GetAdapterName(m_adapter.get());
if (!CreateDescriptorHeaps() || !CreateCommandLists() || !CreateTimestampQuery())

View File

@@ -429,6 +429,7 @@ public:
bool HasSurface() const override;
bool Create(GSVSyncMode vsync_mode, bool allow_present_throttle) override;
bool CheckDevice();
void Destroy() override;
bool UpdateWindow() override;

View File

@@ -756,7 +756,7 @@ bool GSHwHack::GSC_PolyphonyDigitalGames(GSRendererHW& r, int& skip)
config.ps.channel = ChannelFetch_RGB;
config.colormask.wrgba = 1 | 2 | 4;
r.EndHLEHardwareDraw(false);
src->m_last_draw = r.s_n;
return true;
}
else
@@ -814,6 +814,7 @@ bool GSHwHack::GSC_PolyphonyDigitalGames(GSRendererHW& r, int& skip)
config.ps.channel = ChannelFetch_RED + channel;
config.colormask.wrgba = 8;
r.EndHLEHardwareDraw(false);
dst->m_last_draw = r.s_n;
}
return true;

View File

@@ -2404,250 +2404,289 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
};
Target* dst = nullptr;
auto& list = m_dst[type];
Target* dst_match = nullptr;
auto* list = &m_dst[type];
const GSVector4i min_rect = draw_rect.max_u32(GSVector4i(0, 0, draw_rect.x, draw_rect.y));
// TODO: Move all frame stuff to its own routine too.
if (!is_frame)
{
for (auto i = list.begin(); i != list.end();)
for (int iteration = 0; iteration < 2; iteration++)
{
Target* t = *i;
if (bp == t->m_TEX0.TBP0)
{
bool can_use = true;
if (dst != nullptr)
break;
if (dst && ((GSState::s_n - dst->m_last_draw) < (GSState::s_n - t->m_last_draw) && dst->m_TEX0.TBP0 <= bp))
auto& new_dst = iteration == 0 ? dst : dst_match;
list = &m_dst[iteration == 0 ? type : (1 - type)];
for (auto i = list->begin(); i != list->end();)
{
Target* t = *i;
if (bp == t->m_TEX0.TBP0)
{
DevCon.Warning("Ignoring target at %x as one at %x is newer", t->m_TEX0.TBP0, dst->m_TEX0.TBP0);
i++;
continue;
}
// if It's an old target and it's being completely overwritten, kill it.
// Dragon Quest 8 reuses a render-target sized buffer as a single-page buffer, without clearing it. But,
// it does dirty it by writing over the 64x64 region. So while we can't use this heuristic for tossing
// targets at BW=1 because it breaks other games, we can when the *new* buffer area is completely dirty.
if (((!preserve_rgb && !preserve_alpha) || (t->m_was_dst_matched && fbmask == 0xffffff)) && TEX0.TBW != t->m_TEX0.TBW)
{
// Old targets or shrunk targets where Y draw height goes outside the page.
if (TEX0.TBW > 1 && (t->m_age >= 1 || (type == RenderTarget && draw_rect.w > GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y && TEX0.TBW < t->m_TEX0.TBW)))
bool can_use = true;
if (new_dst && ((GSState::s_n - new_dst->m_last_draw) < (GSState::s_n - t->m_last_draw) && new_dst->m_TEX0.TBP0 <= bp))
{
DevCon.Warning("Ignoring target at %x as one at %x is newer", t->m_TEX0.TBP0, new_dst->m_TEX0.TBP0);
i++;
continue;
}
// If there's no valid RGB, it can't be interchanged between RT and Depth
if (iteration == 1)
{
const u32 valid_mask = (t->m_valid_rgb ? 0x7 : 0x0) | ((t->m_valid_alpha_low || t->m_valid_alpha_high) ? 0x8 : 0x0);
if ((!(valid_mask & GSUtil::GetChannelMask(TEX0.PSM)) || (!is_shuffle && TEX0.TBW < (t->m_TEX0.TBW / 2))) ||
(!is_shuffle && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp != GSLocalMemory::m_psm[TEX0.PSM].bpp))
{
if (!preserve_rgb && !preserve_alpha && (!src || src->m_from_target != t) && (valid_mask & GSUtil::GetChannelMask(TEX0.PSM)))
{
InvalidateSourcesFromTarget(t);
i = list->erase(i);
delete t;
}
else
i++;
continue;
}
}
// if It's an old target and it's being completely overwritten, kill it.
// Dragon Quest 8 reuses a render-target sized buffer as a single-page buffer, without clearing it. But,
// it does dirty it by writing over the 64x64 region. So while we can't use this heuristic for tossing
// targets at BW=1 because it breaks other games, we can when the *new* buffer area is completely dirty.
if (((!preserve_rgb && !preserve_alpha) || (t->m_was_dst_matched && fbmask == 0xffffff)) && TEX0.TBW != t->m_TEX0.TBW)
{
// Old targets or shrunk targets where Y draw height goes outside the page.
if (TEX0.TBW > 1 && (t->m_age >= 1 || (type == RenderTarget && draw_rect.w > GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y && TEX0.TBW < t->m_TEX0.TBW)))
{
can_use = false;
}
else if (!t->m_dirty.empty())
{
const GSVector4i size_rect = GSVector4i::loadh(size);
can_use = !t->m_dirty.GetTotalRect(TEX0, size).rintersect(size_rect).eq(size_rect);
}
}
else if (type == RenderTarget && (fbmask == 0xffffff && !t->m_was_dst_matched && TEX0.TBW != t->m_TEX0.TBW))
{
// When returning to being matched with the Z buffer in width, we need to make sure the RGB is up to date as it could get used later (Hitman Contracts).
auto& rev_list = m_dst[1 - type];
for (auto j = rev_list.begin(); j != rev_list.end(); ++j)
{
Target* ds = *j;
if (t->m_TEX0.TBP0 != ds->m_TEX0.TBP0 || !ds->m_valid_rgb || TEX0.TBW != ds->m_TEX0.TBW)
continue;
t->m_was_dst_matched = true;
t->m_valid_rgb = false;
break;
}
}
// TODO: What might be a nicer solution than this, is to rearrange the targets to match the new layout, however this comes with some caviets:
// 1. They can draw wider than the FBW
// 2. The dirty+valid rects will need to also be rearranged
// 3. This could mean larger targets hanging around more
// 4. Sources which reference a target may become invalid and will need to be removed
// 5. Potential performance implications from additional render passes/copying
//
// But the bonuses are:
// 1. Rearranging the page layout will fix quite a few games which do this
// 2. Preserved data will be in the correct place (in most cases)
// 3. Less deleting sources/targets
// 4. We can basically do clears in hardware, if they aren't insane ones
bool dirtied_area = t->m_dirty.size() >= 1;
// Check it covers the whole area of the new draw
if (!is_shuffle && dirtied_area)
{
const u32 draw_start = GSLocalMemory::GetStartBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, draw_rect);
const u32 draw_end = GSLocalMemory::GetEndBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, draw_rect);
const GSVector4i dirty_rect = t->m_dirty.GetTotalRect(t->m_TEX0, t->m_unscaled_size);
const u32 dirty_start = GSLocalMemory::GetStartBlockAddress(t->m_TEX0.TBP0, t->m_TEX0.TBW, t->m_TEX0.PSM, dirty_rect);
const u32 dirty_end = GSLocalMemory::GetEndBlockAddress(t->m_TEX0.TBP0, t->m_TEX0.TBW, t->m_TEX0.PSM, dirty_rect);
if (dirty_end < draw_end || dirty_start > draw_start)
dirtied_area = false;
}
if (can_use && ((!is_shuffle && dirtied_area) || (is_shuffle && src && GSLocalMemory::m_psm[src->m_TEX0.PSM].bpp == 8 && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp == 16)) && ((preserve_alpha && preserve_rgb) || (draw_rect.w > GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y && !possible_clear)) && TEX0.TBW != t->m_TEX0.TBW)
{
can_use = false;
}
else if (!t->m_dirty.empty())
if (can_use)
{
const GSVector4i size_rect = GSVector4i::loadh(size);
can_use = !t->m_dirty.GetTotalRect(TEX0, size).rintersect(size_rect).eq(size_rect);
}
}
else if (type == RenderTarget && (fbmask == 0xffffff && !t->m_was_dst_matched && TEX0.TBW != t->m_TEX0.TBW))
{
// When returning to being matched with the Z buffer in width, we need to make sure the RGB is up to date as it could get used later (Hitman Contracts).
auto& rev_list = m_dst[1 - type];
for (auto j = rev_list.begin(); j != rev_list.end(); ++j)
{
Target* ds = *j;
if (t->m_TEX0.TBP0 != ds->m_TEX0.TBP0 || !ds->m_valid_rgb || TEX0.TBW != ds->m_TEX0.TBW)
continue;
t->m_was_dst_matched = true;
t->m_valid_rgb = false;
break;
}
}
// TODO: What might be a nicer solution than this, is to rearrange the targets to match the new layout, however this comes with some caviets:
// 1. They can draw wider than the FBW
// 2. The dirty+valid rects will need to also be rearranged
// 3. This could mean larger targets hanging around more
// 4. Sources which reference a target may become invalid and will need to be removed
// 5. Potential performance implications from additional render passes/copying
//
// But the bonuses are:
// 1. Rearranging the page layout will fix quite a few games which do this
// 2. Preserved data will be in the correct place (in most cases)
// 3. Less deleting sources/targets
// 4. We can basically do clears in hardware, if they aren't insane ones
bool dirtied_area = t->m_dirty.size() >= 1;
// Check it covers the whole area of the new draw
if (!is_shuffle && dirtied_area)
{
const u32 draw_start = GSLocalMemory::GetStartBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, draw_rect);
const u32 draw_end = GSLocalMemory::GetEndBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, draw_rect);
const GSVector4i dirty_rect = t->m_dirty.GetTotalRect(t->m_TEX0, t->m_unscaled_size);
const u32 dirty_start = GSLocalMemory::GetStartBlockAddress(t->m_TEX0.TBP0, t->m_TEX0.TBW, t->m_TEX0.PSM, dirty_rect);
const u32 dirty_end = GSLocalMemory::GetEndBlockAddress(t->m_TEX0.TBP0, t->m_TEX0.TBW, t->m_TEX0.PSM, dirty_rect);
if (dirty_end < draw_end || dirty_start > draw_start)
dirtied_area = false;
}
if (can_use && ((!is_shuffle && dirtied_area) || (is_shuffle && src && GSLocalMemory::m_psm[src->m_TEX0.PSM].bpp == 8 && GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp == 16)) && ((preserve_alpha && preserve_rgb) || (draw_rect.w > GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y && !possible_clear)) && TEX0.TBW != t->m_TEX0.TBW)
{
can_use = false;
}
if (can_use)
{
if (used)
list.MoveFront(i.Index());
dst = t;
dst->m_32_bits_fmt |= (psm_s.bpp != 16);
break;
}
else if (!(src && src->m_from_target == t))
{
GL_INS("TC: Deleting RT BP 0x%x BW %d PSM %s due to change in target", t->m_TEX0.TBP0, t->m_TEX0.TBW, GSUtil::GetPSMName(t->m_TEX0.PSM));
InvalidateSourcesFromTarget(t);
i = list.erase(i);
delete t;
continue;
}
}
// 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)));
const bool width_match = (t->m_TEX0.TBW == TEX0.TBW || (TEX0.TBW == 1 && draw_rect.w <= GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y));
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_end_block > bp && src->m_TEX0.TBW == TEX0.TBW && src->m_from_target && src->m_from_target == t && t->Inside(bp, TEX0.TBW, TEX0.PSM, min_rect);
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 || was_used_last_draw)))
{
const GSLocalMemory::psm_t& s_psm = GSLocalMemory::m_psm[TEX0.PSM];
// If it overlaps but the target is huge and the Z isn't offset, we need to split the buffer, so let's shrink this one down.
// 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))
{
const u32 local_offset = (((bp - t->m_TEX0.TBP0) >> 5) / std::max(t->m_TEX0.TBW, 1U)) * s_psm.pgs.y;
if ((dst = CreateTarget(TEX0, GSVector2i(t->m_valid.z, t->m_valid.w - local_offset), GSVector2i(t->m_valid.z, t->m_valid.w - local_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.
if (is_shuffle && src && src->m_TEX0.PSM == PSMT8 && GSRendererHW::GetInstance()->m_context->FRAME.FBW == 1 && t->m_last_draw != (GSState::s_n - 1) && src->m_from_target && (src->m_from_target->m_TEX0.TBP0 == src->m_TEX0.TBP0 || (((src->m_TEX0.TBP0 - src->m_from_target->m_TEX0.TBP0) >> 5) % std::max(src->m_from_target->m_TEX0.TBW, 1U) == 0)) && widthpage_offset && src->m_from_target != t)
{
GL_INS("TC: Deleting RT BP 0x%x BW %d PSM %s offset overwrite shuffle", t->m_TEX0.TBP0, t->m_TEX0.TBW, GSUtil::GetPSMName(t->m_TEX0.PSM));
InvalidateSourcesFromTarget(t);
i = list.erase(i);
delete t;
continue;
}
if (!is_shuffle && (!GSUtil::HasSameSwizzleBits(t->m_TEX0.PSM, TEX0.PSM) ||
((widthpage_offset % std::max(t->m_TEX0.TBW, 1U)) != 0 && ((widthpage_offset + (min_rect.width() + (s_psm.pgs.x - 1)) / s_psm.pgs.x)) > t->m_TEX0.TBW)))
{
const int page_offset = TEX0.TBP0 - t->m_TEX0.TBP0;
const int number_pages = page_offset / 32;
const u32 tbw = std::max(t->m_TEX0.TBW, 1u);
const int row_offset = number_pages / tbw;
const int page_height = GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y;
const int vertical_position = row_offset * page_height;
if (src && src->m_from_target == t && src->m_target_direct && vertical_position >= t->m_valid.w / 2)
{
// Valids and drawn since last read doesn't match, keep the target but resize it.
src->m_valid_rect.w = std::min(vertical_position, src->m_valid_rect.w);
t->m_valid.w = std::min(vertical_position, t->m_valid.w);
t->ResizeValidity(t->m_valid);
t->ResizeDrawn(t->m_valid);
++i;
}
else
{
GL_INS("TC: Deleting RT BP 0x%x BW %d PSM %s due to change in target", t->m_TEX0.TBP0, t->m_TEX0.TBW, GSUtil::GetPSMName(t->m_TEX0.PSM));
InvalidateSourcesFromTarget(t);
i = list.erase(i);
delete t;
}
continue;
}
GSVector4i lookup_rect = min_rect;
if (is_shuffle)
lookup_rect = lookup_rect & GSVector4i(~8);
const GSVector4i translated_rect = GSVector4i(0, 0, 0, 0).max_i32(TranslateAlignedRectByPage(t, TEX0.TBP0, TEX0.PSM, TEX0.TBW, lookup_rect));
const GSVector4i dirty_rect = t->m_dirty.empty() ? GSVector4i::zero() : t->m_dirty.GetTotalRect(t->m_TEX0, t->m_unscaled_size);
const bool all_dirty = dirty_rect.eq(t->m_valid);
if (!is_shuffle && !dirty_rect.rempty() && (!preserve_alpha && !preserve_rgb) && (GSState::s_n - 3) > t->m_last_draw)
{
GL_INS("TC: Deleting RT BP 0x%x BW %d PSM %s due to dirty areas not preserved (Likely change in target)", t->m_TEX0.TBP0, t->m_TEX0.TBW, GSUtil::GetPSMName(t->m_TEX0.PSM));
InvalidateSourcesFromTarget(t);
i = list.erase(i);
delete t;
continue;
}
if (!all_dirty && ((translated_rect.w <= t->m_valid.w) || widthpage_offset == 0 || (GSState::s_n - 3) <= t->m_last_draw))
{
if (TEX0.TBW == t->m_TEX0.TBW && !is_shuffle && widthpage_offset == 0 && ((min_rect.w + 63) / 64) > 1)
{
// Beyond Good and Evil does this awful thing where it puts one framebuffer at 0xf00, with the first row of pages blanked out, and the whole thing goes down to 0x2080
// which is a problem, because it then puts the Z buffer at 0x1fc0, then offsets THAT by 1 row of pages, so it starts at, you guessed it, 2080.
// So let's check the *real* start.
u32 real_start_address = GSLocalMemory::GetStartBlockAddress(t->m_TEX0.TBP0, t->m_TEX0.TBW, t->m_TEX0.PSM, t->m_drawn_since_read);
u32 new_end_address = GSLocalMemory::GetEndBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, min_rect);
// Not really overlapping.
if (real_start_address > new_end_address)
{
i++;
continue;
}
}
//DevCon.Warning("Here draw %d wanted %x PSM %x got %x PSM %x offset of %d pages width %d pages draw width %d", GSState::s_n, bp, TEX0.PSM, t->m_TEX0.TBP0, t->m_TEX0.PSM, (bp - t->m_TEX0.TBP0) >> 5, t->m_TEX0.TBW, draw_rect.width());
dst = t;
dst->m_32_bits_fmt |= (psm_s.bpp != 16);
//Continue just in case there's a newer target
if (used)
list.MoveFront(i.Index());
if (t->m_TEX0.TBP0 <= bp || GSLocalMemory::GetStartBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, min_rect) >= bp)
break;
else
continue;
list->MoveFront(i.Index());
new_dst = t;
new_dst->m_32_bits_fmt |= (psm_s.bpp != 16);
break;
}
else if (!(src && src->m_from_target == t))
{
GL_INS("TC: Deleting RT BP 0x%x BW %d PSM %s due to change in target", t->m_TEX0.TBP0, t->m_TEX0.TBW, GSUtil::GetPSMName(t->m_TEX0.PSM));
InvalidateSourcesFromTarget(t);
i = list->erase(i);
delete t;
continue;
}
}
}
// 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;
}
i++;
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 = (!new_dst || ((GSState::s_n - new_dst->m_last_draw) < (GSState::s_n - t->m_last_draw)));
const bool width_match = (t->m_TEX0.TBW == TEX0.TBW || (TEX0.TBW == 1 && draw_rect.w <= GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y));
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_end_block > bp && src->m_TEX0.TBW == TEX0.TBW && src->m_from_target && src->m_from_target == t && t->Inside(bp, TEX0.TBW, TEX0.PSM, min_rect);
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 || was_used_last_draw)))
{
const GSLocalMemory::psm_t& s_psm = GSLocalMemory::m_psm[TEX0.PSM];
// If it overlaps but the target is huge and the Z isn't offset, we need to split the buffer, so let's shrink this one down.
// 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))
{
const u32 local_offset = (((bp - t->m_TEX0.TBP0) >> 5) / std::max(t->m_TEX0.TBW, 1U)) * s_psm.pgs.y;
if ((new_dst = CreateTarget(TEX0, GSVector2i(t->m_valid.z, t->m_valid.w - local_offset), GSVector2i(t->m_valid.z, t->m_valid.w - local_offset), scale, type, true, fbmask, false, false, preserve_rgb || preserve_alpha, GSVector4i::zero(), src)))
new_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.
if (is_shuffle && src && src->m_TEX0.PSM == PSMT8 && GSRendererHW::GetInstance()->m_context->FRAME.FBW == 1 && t->m_last_draw != (GSState::s_n - 1) && src->m_from_target && (src->m_from_target->m_TEX0.TBP0 == src->m_TEX0.TBP0 || (((src->m_TEX0.TBP0 - src->m_from_target->m_TEX0.TBP0) >> 5) % std::max(src->m_from_target->m_TEX0.TBW, 1U) == 0)) && widthpage_offset && src->m_from_target != t)
{
if (iteration == 0)
{
GL_INS("TC: Deleting RT BP 0x%x BW %d PSM %s offset overwrite shuffle", t->m_TEX0.TBP0, t->m_TEX0.TBW, GSUtil::GetPSMName(t->m_TEX0.PSM));
InvalidateSourcesFromTarget(t);
i = list->erase(i);
delete t;
}
else
i++;
continue;
}
if (!is_shuffle && (!GSUtil::HasSameSwizzleBits(t->m_TEX0.PSM, TEX0.PSM) ||
((widthpage_offset % std::max(t->m_TEX0.TBW, 1U)) != 0 && ((widthpage_offset + (min_rect.width() + (s_psm.pgs.x - 1)) / s_psm.pgs.x)) > t->m_TEX0.TBW)))
{
const int page_offset = TEX0.TBP0 - t->m_TEX0.TBP0;
const int number_pages = page_offset / 32;
const u32 tbw = std::max(t->m_TEX0.TBW, 1u);
const int row_offset = number_pages / tbw;
const int page_height = GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y;
const int vertical_position = row_offset * page_height;
if (src && src->m_from_target == t && src->m_target_direct && vertical_position >= t->m_valid.w / 2)
{
// Valids and drawn since last read doesn't match, keep the target but resize it.
src->m_valid_rect.w = std::min(vertical_position, src->m_valid_rect.w);
t->m_valid.w = std::min(vertical_position, t->m_valid.w);
t->ResizeValidity(t->m_valid);
t->ResizeDrawn(t->m_valid);
++i;
}
else
{
if (iteration == 0)
{
GL_INS("TC: Deleting RT BP 0x%x BW %d PSM %s due to change in target", t->m_TEX0.TBP0, t->m_TEX0.TBW, GSUtil::GetPSMName(t->m_TEX0.PSM));
InvalidateSourcesFromTarget(t);
i = list->erase(i);
delete t;
}
else
i++;
}
continue;
}
GSVector4i lookup_rect = min_rect;
if (is_shuffle)
lookup_rect = lookup_rect & GSVector4i(~8);
const GSVector4i translated_rect = GSVector4i(0, 0, 0, 0).max_i32(TranslateAlignedRectByPage(t, TEX0.TBP0, TEX0.PSM, TEX0.TBW, lookup_rect));
const GSVector4i dirty_rect = t->m_dirty.empty() ? GSVector4i::zero() : t->m_dirty.GetTotalRect(t->m_TEX0, t->m_unscaled_size);
const bool all_dirty = dirty_rect.eq(t->m_valid);
if (!is_shuffle && !dirty_rect.rempty() && (!preserve_alpha && !preserve_rgb) && (GSState::s_n - 3) > t->m_last_draw)
{
GL_INS("TC: Deleting RT BP 0x%x BW %d PSM %s due to dirty areas not preserved (Likely change in target)", t->m_TEX0.TBP0, t->m_TEX0.TBW, GSUtil::GetPSMName(t->m_TEX0.PSM));
InvalidateSourcesFromTarget(t);
i = list->erase(i);
delete t;
continue;
}
if (!all_dirty && ((translated_rect.w <= t->m_valid.w) || widthpage_offset == 0 || (GSState::s_n - 3) <= t->m_last_draw))
{
if (TEX0.TBW == t->m_TEX0.TBW && !is_shuffle && widthpage_offset == 0 && ((min_rect.w + 63) / 64) > 1)
{
// Beyond Good and Evil does this awful thing where it puts one framebuffer at 0xf00, with the first row of pages blanked out, and the whole thing goes down to 0x2080
// which is a problem, because it then puts the Z buffer at 0x1fc0, then offsets THAT by 1 row of pages, so it starts at, you guessed it, 2080.
// So let's check the *real* start.
u32 real_start_address = GSLocalMemory::GetStartBlockAddress(t->m_TEX0.TBP0, t->m_TEX0.TBW, t->m_TEX0.PSM, t->m_drawn_since_read);
u32 new_end_address = GSLocalMemory::GetEndBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, min_rect);
// Not really overlapping.
if (real_start_address > new_end_address)
{
i++;
continue;
}
}
//DevCon.Warning("Here draw %d wanted %x PSM %x got %x PSM %x offset of %d pages width %d pages draw width %d", GSState::s_n, bp, TEX0.PSM, t->m_TEX0.TBP0, t->m_TEX0.PSM, (bp - t->m_TEX0.TBP0) >> 5, t->m_TEX0.TBW, draw_rect.width());
new_dst = t;
new_dst->m_32_bits_fmt |= (psm_s.bpp != 16);
//Continue just in case there's a newer target
if (used)
list->MoveFront(i.Index());
if (t->m_TEX0.TBP0 <= bp || GSLocalMemory::GetStartBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, min_rect) >= bp)
break;
else
continue;
}
}
}
i++;
}
}
}
else
{
pxAssert(type == RenderTarget);
// Let's try to find a perfect frame that contains valid data
for (auto i = list.begin(); i != list.end(); ++i)
for (auto i = list->begin(); i != list->end(); ++i)
{
Target* t = *i;
@@ -2673,7 +2712,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
{
DevCon.Warning("Wanted %x psm %x bw %x, got %x psm %x bw %x, deleting", TEX0.TBP0, TEX0.PSM, TEX0.TBW, t->m_TEX0.TBP0, t->m_TEX0.PSM, t->m_TEX0.TBW);
InvalidateSourcesFromTarget(t);
i = list.erase(i);
i = list->erase(i);
delete t;
continue;
}
@@ -2691,7 +2730,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
// 2nd try ! Try to find a frame at the requested bp -> bp + size is inside of (or equal to)
if (!dst)
{
for (auto i = list.begin(); i != list.end(); ++i)
for (auto i = list->begin(); i != list->end(); ++i)
{
Target* t = *i;
const u32 end_block = GSLocalMemory::GetEndBlockAddress(bp, TEX0.TBW, TEX0.PSM, GSVector4i(0, size.y, size.x, size.y + 1));
@@ -2711,7 +2750,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
{
DevCon.Warning("2 Wanted %x psm %x bw %x, got %x psm %x bw %x, deleting", TEX0.TBP0, TEX0.PSM, TEX0.TBW, t->m_TEX0.TBP0, t->m_TEX0.PSM, t->m_TEX0.TBW);
InvalidateSourcesFromTarget(t);
i = list.erase(i);
i = list->erase(i);
delete t;
continue;
}
@@ -2731,7 +2770,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
// 3rd try ! Try to find a frame that doesn't contain valid data (honestly I'm not sure we need to do it)
if (!dst)
{
for (auto i = list.begin(); i != list.end(); ++i)
for (auto i = list->begin(); i != list->end(); ++i)
{
Target* t = *i;
if (bp == t->m_TEX0.TBP0 && TEX0.TBW == t->m_TEX0.TBW)
@@ -2743,7 +2782,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
{
DevCon.Warning("3 Wanted %x psm %x bw %x, got %x psm %x bw %x, deleting", TEX0.TBP0, TEX0.PSM, TEX0.TBW, t->m_TEX0.TBP0, t->m_TEX0.PSM, t->m_TEX0.TBW);
InvalidateSourcesFromTarget(t);
i = list.erase(i);
i = list->erase(i);
delete t;
continue;
}
@@ -3088,67 +3127,28 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
}
else if (!is_frame && !GSConfig.UserHacks_DisableDepthSupport)
{
const int rev_type = (type == DepthStencil) ? RenderTarget : DepthStencil;
// Depth stencil/RT can be an older RT/DS but only check recent RT/DS to avoid to pick
// some bad data.
auto& rev_list = m_dst[rev_type];
Target* dst_match = nullptr;
for (auto i = rev_list.begin(); i != rev_list.end(); ++i)
if (!dst_match)
{
Target* t = *i;
// Don't pull in targets without valid lower 24 bits unless the Z is 32bits and the alpha is valid, it makes no sense to convert them otherwise.
// FIXME: Technically the difference in size is fine, but if the target gets reinterpreted, the hw renderer doesn't rearrange the target.
// This does cause some extra uploads in some games (like Burnout), but without this, bad data gets displayed in games like Transformers.
if (bp != t->m_TEX0.TBP0 || (!t->m_valid_rgb && (!(GSUtil::GetChannelMask(TEX0.PSM) & 0x8) || !(t->m_valid_alpha_low || t->m_valid_alpha_high))) ||
(!is_shuffle && t->m_TEX0.TBW != TEX0.TBW && (possible_clear || ((~GSLocalMemory::m_psm[t->m_TEX0.PSM].fmsk | fbmask) == 0xffffffff))))
const int rev_type = (type == DepthStencil) ? RenderTarget : DepthStencil;
// Depth stencil/RT can be an older RT/DS but only check recent RT/DS to avoid to pick
// some bad data.
auto& rev_list = m_dst[rev_type];
for (auto i = rev_list.begin(); i != rev_list.end(); ++i)
{
continue;
}
// If the format is completely different, but it's the same location, it's likely just overwriting it, so get rid.
// Make sure it's not currently in use, that could be bad.
if (!is_shuffle && (!ds || (ds != t)) &&
t->m_TEX0.TBW != TEX0.TBW && TEX0.TBW != 1 && !preserve_rgb && min_rect.w > GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y)
{
if (src && src->m_target && src->m_from_target == t && src->m_target_direct)
Target* t = *i;
// Don't pull in targets without valid lower 24 bits unless the Z is 32bits and the alpha is valid, it makes no sense to convert them otherwise.
// FIXME: Technically the difference in size is fine, but if the target gets reinterpreted, the hw renderer doesn't rearrange the target.
// This does cause some extra uploads in some games (like Burnout), but without this, bad data gets displayed in games like Transformers.
if (bp != t->m_TEX0.TBP0 || (!t->m_valid_rgb && (!(GSUtil::GetChannelMask(TEX0.PSM) & 0x8) || !(t->m_valid_alpha_low || t->m_valid_alpha_high))) ||
(!is_shuffle && t->m_TEX0.TBW != TEX0.TBW && (possible_clear || ((~GSLocalMemory::m_psm[t->m_TEX0.PSM].fmsk | fbmask) == 0xffffffff))))
{
src->m_target_direct = false;
src->m_shared_texture = false;
t->m_texture = nullptr;
continue;
}
GL_CACHE("TC: Deleting Z draw %d", GSState::s_n);
InvalidateSourcesFromTarget(t);
i = rev_list.erase(i);
delete t;
continue;
}
const GSLocalMemory::psm_t& t_psm_s = GSLocalMemory::m_psm[t->m_TEX0.PSM];
if (t_psm_s.bpp != psm_s.bpp)
{
bool remove_target = possible_clear || (used && !is_shuffle);
// If we have a BW change, and it's not a multiple of 2 (for a shuffle), the game's going to get a jigsaw
// puzzle of pages and can't be expecting to have legitimate data. Tokimeki Memorial 3 reuses a BW 17
// buffer as BW 10, and if we don't discard the BW 17 buffer, the BW 10 buffer ends up twice the size.
const u32 shuffle_bw = (psm_s.bpp > t_psm_s.bpp) ? (TEX0.TBW / 2u) : (TEX0.TBW * 2u);
if (t->m_TEX0.TBW != TEX0.TBW && (t->m_TEX0.TBW != shuffle_bw && !is_shuffle))
// If the format is completely different, but it's the same location, it's likely just overwriting it, so get rid.
// Make sure it's not currently in use, that could be bad.
if (!is_shuffle && (!ds || (ds != t)) &&
t->m_TEX0.TBW != TEX0.TBW && TEX0.TBW != 1 && !preserve_rgb && min_rect.w > GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y)
{
// But we'll make sure the whole existing target's actually being drawn over to be safe.
const u32 end_block = GSLocalMemory::GetUnwrappedEndBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, draw_rect);
if (end_block >= t->UnwrappedEndBlock())
{
GL_CACHE("TC: Not converting %s at %x TBW %u with end block of %x when we're drawing through %x",
to_string(rev_type), t->m_TEX0.TBP0, t->m_TEX0.TBW, t->UnwrappedEndBlock(), end_block);
remove_target = true;
}
}
// Probably an old target, get rid of it.
if (remove_target)
{
// DT Racer hits this path and causes a crash when RT in RT is disabled,
// so let's make sure source and target texture isn't linked/shared before deleting the target.
if (src && src->m_target && src->m_from_target == t && src->m_target_direct)
{
src->m_target_direct = false;
@@ -3156,26 +3156,68 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
t->m_texture = nullptr;
}
GL_CACHE("TC: Deleting Z draw %d", GSState::s_n);
InvalidateSourcesFromTarget(t);
i = rev_list.erase(i);
delete t;
continue;
}
}
const GSLocalMemory::psm_t& t_psm_s = GSLocalMemory::m_psm[t->m_TEX0.PSM];
if (t_psm_s.bpp != psm_s.bpp)
{
bool remove_target = possible_clear || (used && !is_shuffle);
if (t->m_age == 0)
{
dst_match = t;
break;
}
else if (t->m_age == 1 && (preserve_rgb || (preserve_alpha && (t->m_valid_alpha_low || t->m_valid_alpha_high))))
{
dst_match = t;
// If we have a BW change, and it's not a multiple of 2 (for a shuffle), the game's going to get a jigsaw
// puzzle of pages and can't be expecting to have legitimate data. Tokimeki Memorial 3 reuses a BW 17
// buffer as BW 10, and if we don't discard the BW 17 buffer, the BW 10 buffer ends up twice the size.
const u32 shuffle_bw = (psm_s.bpp > t_psm_s.bpp) ? (TEX0.TBW / 2u) : (TEX0.TBW * 2u);
if (t->m_TEX0.TBW != TEX0.TBW && (t->m_TEX0.TBW != shuffle_bw && !is_shuffle))
{
// But we'll make sure the whole existing target's actually being drawn over to be safe.
const u32 end_block = GSLocalMemory::GetUnwrappedEndBlockAddress(TEX0.TBP0, TEX0.TBW, TEX0.PSM, draw_rect);
if (end_block >= t->UnwrappedEndBlock())
{
GL_CACHE("TC: Not converting %s at %x TBW %u with end block of %x when we're drawing through %x",
to_string(rev_type), t->m_TEX0.TBP0, t->m_TEX0.TBW, t->UnwrappedEndBlock(), end_block);
remove_target = true;
}
}
// Probably an old target, get rid of it.
if (remove_target)
{
// DT Racer hits this path and causes a crash when RT in RT is disabled,
// so let's make sure source and target texture isn't linked/shared before deleting the target.
if (src && src->m_target && src->m_from_target == t && src->m_target_direct)
{
src->m_target_direct = false;
src->m_shared_texture = false;
t->m_texture = nullptr;
}
InvalidateSourcesFromTarget(t);
i = rev_list.erase(i);
delete t;
continue;
}
}
if (t->m_age == 0)
{
dst_match = t;
break;
}
else if (t->m_age == 1 && (preserve_rgb || (preserve_alpha && (t->m_valid_alpha_low || t->m_valid_alpha_high))))
{
dst_match = t;
}
}
}
// We only want to use a matched target if it's actually being used.
if (dst_match)
{
// dst_match, we only want to use a matched target if it's actually being used.
calcRescale(dst_match);
// If we don't need A, and the existing target doesn't have valid alpha, don't bother converting it.
@@ -3192,7 +3234,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
// Clear instead of invalidating if there is anything which isn't touched.
clear |= (!preserve_target && fbmask != 0);
GIFRegTEX0 new_TEX0;
new_TEX0.TBP0 = TEX0.TBP0;
new_TEX0.TBP0 = GSConfig.UserHacks_TextureInsideRt >= GSTextureInRtMode::InsideTargets ? dst_match->m_TEX0.TBP0 : TEX0.TBP0;
new_TEX0.TBW = (!half_width) ? dst_match->m_TEX0.TBW : TEX0.TBW;
new_TEX0.PSM = is_shuffle ? dst_match->m_TEX0.PSM : TEX0.PSM;
@@ -3207,8 +3249,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
dst->m_valid_alpha_low = dst_match->m_valid_alpha_low; //&& psm_s.trbpp != 24;
dst->m_valid_alpha_high = dst_match->m_valid_alpha_high; //&& psm_s.trbpp != 24;
dst->m_valid_rgb = dst_match->m_valid_rgb && (dst->m_TEX0.TBW == TEX0.TBW || min_rect.w <= GSLocalMemory::m_psm[dst_match->m_TEX0.PSM].pgs.y);
dst->m_was_dst_matched = true;
dst_match->m_was_dst_matched = true;
dst->m_was_dst_matched = !dst_match->m_was_dst_matched;
dst_match->m_valid_rgb = preserve_rgb;
if (GSLocalMemory::m_psm[dst->m_TEX0.PSM].bpp == 16 && GSLocalMemory::m_psm[dst_match->m_TEX0.PSM].bpp > 16)
@@ -4377,6 +4418,7 @@ void GSTextureCache::InvalidateContainedTargets(u32 start_bp, u32 end_bp, u32 wr
t->m_valid_alpha_low &= preserve_alpha;
t->m_valid_alpha_high &= preserve_alpha;
t->m_valid_rgb &= (fb_mask & 0x00FFFFFF) != 0;
t->m_was_dst_matched = false;
// Don't keep partial depth buffers around.
if ((!t->m_valid_alpha_low && !t->m_valid_alpha_high && !t->m_valid_rgb) || type == DepthStencil)
@@ -4387,7 +4429,22 @@ void GSTextureCache::InvalidateContainedTargets(u32 start_bp, u32 end_bp, u32 wr
Target* const rev_t = *j;
if (rev_t->m_TEX0.TBP0 == t->m_TEX0.TBP0 && GSLocalMemory::m_psm[rev_t->m_TEX0.PSM].bpp == GSLocalMemory::m_psm[t->m_TEX0.PSM].bpp)
{
rev_t->m_was_dst_matched = false;
if (t->m_last_draw > rev_t->m_last_draw && GSUtil::GetChannelMask(t->m_TEX0.PSM) == GSUtil::GetChannelMask(rev_t->m_TEX0.PSM))
{
if (type == DepthStencil && GSUtil::GetChannelMask(t->m_TEX0.PSM) == 0x7)
{
rev_t->m_valid_rgb = false;
rev_t->m_was_dst_matched = false;
}
else
{
GL_CACHE("TC: InvalidateContainedTargets: Remove Target %s[%x, %s]", to_string(1 - type), rev_t->m_TEX0.TBP0, GSUtil::GetPSMName(rev_t->m_TEX0.PSM));
rev_list.erase(j);
delete rev_t;
}
}
else
rev_t->m_was_dst_matched = false;
break;
}
++j;

View File

@@ -157,11 +157,8 @@ void GSDeviceOGL::SetVSyncMode(GSVSyncMode mode, bool allow_present_throttle)
SetSwapInterval();
}
bool GSDeviceOGL::Create(GSVSyncMode vsync_mode, bool allow_present_throttle)
bool GSDeviceOGL::CheckDevice()
{
if (!GSDevice::Create(vsync_mode, allow_present_throttle))
return false;
// GL is a pain and needs the window super early to create the context.
if (!AcquireWindow(true))
return false;
@@ -183,6 +180,17 @@ bool GSDeviceOGL::Create(GSVSyncMode vsync_mode, bool allow_present_throttle)
if (!CheckFeatures())
return false;
return true;
}
bool GSDeviceOGL::Create(GSVSyncMode vsync_mode, bool allow_present_throttle)
{
if (!GSDevice::Create(vsync_mode, allow_present_throttle))
return false;
if (!CheckDevice())
return false;
// Store adapter name currently in use
m_name = reinterpret_cast<const char*>(glGetString(GL_RENDERER));

View File

@@ -293,6 +293,7 @@ public:
RenderAPI GetRenderAPI() const override;
bool HasSurface() const override;
bool CheckDevice();
bool Create(GSVSyncMode vsync_mode, bool allow_present_throttle) override;
void Destroy() override;

View File

@@ -2065,11 +2065,8 @@ bool GSDeviceVK::HasSurface() const
return static_cast<bool>(m_swap_chain);
}
bool GSDeviceVK::Create(GSVSyncMode vsync_mode, bool allow_present_throttle)
bool GSDeviceVK::CheckDevice()
{
if (!GSDevice::Create(vsync_mode, allow_present_throttle))
return false;
if (!CreateDeviceAndSwapChain())
return false;
@@ -2079,6 +2076,17 @@ bool GSDeviceVK::Create(GSVSyncMode vsync_mode, bool allow_present_throttle)
return false;
}
return true;
}
bool GSDeviceVK::Create(GSVSyncMode vsync_mode, bool allow_present_throttle)
{
if (!GSDevice::Create(vsync_mode, allow_present_throttle))
return false;
if (!CheckDevice())
return false;
if (!CreateNullTexture())
{
Host::ReportErrorAsync("GS", "Failed to create dummy texture");

View File

@@ -502,6 +502,7 @@ public:
RenderAPI GetRenderAPI() const override;
bool HasSurface() const override;
bool CheckDevice();
bool Create(GSVSyncMode vsync_mode, bool allow_present_throttle) override;
void Destroy() override;