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https://github.com/PCSX2/pcsx2.git
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GS/HW: Fix up offset Z behaviour + work even when RT isn't offset.
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@@ -28947,6 +28947,7 @@ SLES-55349:
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region: "PAL-E"
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gsHWFixes:
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recommendedBlendingLevel: 3 # Improves car reflections.
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textureInsideRT: 1 # Fixes sun glare.
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halfPixelOffset: 2 # Fixes blurriness.
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bilinearUpscale: 2 # Fixes sun glare textures.
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gpuTargetCLUT: 1 # Fixes sun penetration.
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@@ -28969,6 +28970,7 @@ SLES-55350:
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region: "PAL-F-G"
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gsHWFixes:
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recommendedBlendingLevel: 3 # Improves car reflections.
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textureInsideRT: 1 # Fixes sun glare.
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halfPixelOffset: 2 # Fixes blurriness.
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bilinearUpscale: 2 # Fixes sun glare textures.
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gpuTargetCLUT: 1 # Fixes sun penetration.
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@@ -28991,6 +28993,7 @@ SLES-55351:
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region: "PAL-I-S"
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gsHWFixes:
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recommendedBlendingLevel: 3 # Improves car reflections.
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textureInsideRT: 1 # Fixes sun glare.
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halfPixelOffset: 2 # Fixes blurriness.
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bilinearUpscale: 2 # Fixes sun glare textures.
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gpuTargetCLUT: 1 # Fixes sun penetration.
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@@ -29014,6 +29017,7 @@ SLES-55352:
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compat: 5
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gsHWFixes:
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recommendedBlendingLevel: 3 # Improves car reflections.
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textureInsideRT: 1 # Fixes sun glare.
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halfPixelOffset: 2 # Fixes blurriness.
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bilinearUpscale: 2 # Fixes sun glare textures.
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gpuTargetCLUT: 1 # Fixes sun penetration.
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@@ -29036,6 +29040,7 @@ SLES-55353:
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region: "PAL-M6"
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gsHWFixes:
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recommendedBlendingLevel: 3 # Improves car reflections.
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textureInsideRT: 1 # Fixes sun glare.
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halfPixelOffset: 2 # Fixes blurriness.
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bilinearUpscale: 2 # Fixes sun glare textures.
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gpuTargetCLUT: 1 # Fixes sun penetration.
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@@ -32193,6 +32198,7 @@ SLKA-25446:
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region: "NTSC-K"
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gsHWFixes:
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recommendedBlendingLevel: 3 # Improves car reflections.
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textureInsideRT: 1 # Fixes sun glare.
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halfPixelOffset: 2 # Fixes blurriness.
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getSkipCount: "GSC_NFSUndercover"
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memcardFilters:
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@@ -33058,6 +33064,7 @@ SLPM-55127:
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region: "NTSC-J"
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gsHWFixes:
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recommendedBlendingLevel: 3 # Improves car reflections.
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textureInsideRT: 1 # Fixes sun glare.
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halfPixelOffset: 2 # Fixes blurriness.
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bilinearUpscale: 2 # Fixes sun glare textures.
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gpuTargetCLUT: 1 # Fixes sun penetration.
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@@ -33656,6 +33663,7 @@ SLPM-55244:
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region: "NTSC-J"
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gsHWFixes:
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recommendedBlendingLevel: 3 # Improves car reflections.
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textureInsideRT: 1 # Fixes sun glare.
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halfPixelOffset: 2 # Fixes blurriness.
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bilinearUpscale: 2 # Fixes sun glare textures.
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gpuTargetCLUT: 1 # Fixes sun penetration.
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@@ -72223,6 +72231,7 @@ SLUS-21801:
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compat: 5
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gsHWFixes:
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recommendedBlendingLevel: 3 # Improves car reflections.
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textureInsideRT: 1 # Fixes sun glare.
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halfPixelOffset: 2 # Fixes blurriness.
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bilinearUpscale: 2 # Fixes sun glare textures.
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gpuTargetCLUT: 1 # Fixes sun penetration.
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@@ -3348,51 +3348,6 @@ void GSRendererHW::Draw()
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t_size.x = rt->m_unscaled_size.x - horizontal_offset;
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t_size.y = rt->m_unscaled_size.y - vertical_offset;
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// Z isn't offset but RT is, so we need a temp Z to align it, hopefully nothing will ever write to the Z too, right??
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if (ds && vertical_offset && (m_cached_ctx.ZBUF.Block() - ds->m_TEX0.TBP0) != (m_cached_ctx.FRAME.Block() - rt->m_TEX0.TBP0))
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{
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m_using_temp_z = true;
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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;
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if (g_texture_cache->GetTemporaryZ() != nullptr)
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{
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GSTextureCache::TempZAddress z_address_info = g_texture_cache->GetTemporaryZInfo();
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if (ds->m_TEX0.TBP0 != z_address_info.ZBP || z_address_info.offset != static_cast<u32>(vertical_offset - z_vertical_offset))
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g_texture_cache->InvalidateTemporaryZ();
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else if (!m_r.rintersect(z_address_info.rect_since + GSVector4i(0, z_address_info.offset, 0, z_address_info.offset)).rempty() && m_cached_ctx.TEST.ZTST > ZTST_ALWAYS)
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{
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GL_CACHE("HW: RT in RT Updating Z copy on draw %d z_offset %d", s_n, z_address_info.offset);
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GSVector4i dRect = GSVector4i(z_address_info.rect_since.x * ds->m_scale, (z_address_info.offset + z_address_info.rect_since.y) * ds->m_scale, (z_address_info.rect_since.z + (1.0f / ds->m_scale)) * ds->m_scale, (z_address_info.offset + z_address_info.rect_since.w + (1.0f / ds->m_scale)) * ds->m_scale);
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g_gs_device->StretchRect(ds->m_texture, GSVector4(z_address_info.rect_since.x / static_cast<float>(ds->m_unscaled_size.x), z_address_info.rect_since.y / static_cast<float>(ds->m_unscaled_size.y), (z_address_info.rect_since.z + (1.0f / ds->m_scale)) / static_cast<float>(ds->m_unscaled_size.x), (z_address_info.rect_since.w + (1.0f / ds->m_scale)) / static_cast<float>(ds->m_unscaled_size.y)), g_texture_cache->GetTemporaryZ(), GSVector4(dRect), ShaderConvert::DEPTH_COPY, false);
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g_perfmon.Put(GSPerfMon::TextureCopies, 1);
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z_address_info.rect_since = GSVector4i::zero();
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g_texture_cache->SetTemporaryZInfo(z_address_info);
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}
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}
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if (g_texture_cache->GetTemporaryZ() == nullptr)
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{
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m_temp_z_full_copy = false;
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const u32 vertical_size = std::max(rt->m_unscaled_size.y, ds->m_unscaled_size.y);
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const GSVector4i dRect = GSVector4i(0, vertical_offset * ds->m_scale, ds->m_unscaled_size.x * ds->m_scale, (vertical_offset + ds->m_unscaled_size.y - z_vertical_offset) * ds->m_scale);
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const int new_height = std::max(static_cast<int>(vertical_size * ds->m_scale), dRect.w);
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if (GSTexture* tex = g_gs_device->CreateDepthStencil(ds->m_unscaled_size.x * ds->m_scale, new_height, GSTexture::Format::DepthStencil, true))
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{
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GL_CACHE("HW: RT in RT Z copy on draw %d z_vert_offset %d z_offset %d", s_n, z_vertical_offset, vertical_offset);
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g_gs_device->StretchRect(ds->m_texture, GSVector4(0.0f, z_vertical_offset / static_cast<float>(ds->m_unscaled_size.y), 1.0f, (ds->m_unscaled_size.y - z_vertical_offset) / static_cast<float>(ds->m_unscaled_size.y)), tex, GSVector4(dRect), ShaderConvert::DEPTH_COPY, false);
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g_perfmon.Put(GSPerfMon::TextureCopies, 1);
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g_texture_cache->SetTemporaryZ(tex);
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g_texture_cache->SetTemporaryZInfo(ds->m_TEX0.TBP0, vertical_offset - z_vertical_offset);
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t_size.y = std::max(new_height, t_size.y);
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}
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else
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{
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DevCon.Warning("HW: Temporary depth buffer creation failed.");
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m_using_temp_z = false;
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}
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}
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}
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}
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// Don't resize if the BPP don't match.
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if (frame_psm.bpp == GSLocalMemory::m_psm[rt->m_TEX0.PSM].bpp)
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@@ -3429,6 +3384,106 @@ void GSRendererHW::Draw()
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}
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}
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}
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}
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// Z or RT are offset from each other, so we need a temp Z to align it
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if (ds && rt && (m_cached_ctx.ZBUF.Block() - ds->m_TEX0.TBP0) != (m_cached_ctx.FRAME.Block() - rt->m_TEX0.TBP0))
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{
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m_using_temp_z = true;
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const int page_offset = (static_cast<int>(m_cached_ctx.ZBUF.Block() - ds->m_TEX0.TBP0) / 32);
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const int z_vertical_offset = (page_offset / std::max(ds->m_TEX0.TBW, 1U)) * GSLocalMemory::m_psm[m_cached_ctx.ZBUF.PSM].pgs.y;
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const int z_horizontal_offset = (page_offset % std::max(ds->m_TEX0.TBW, 1U)) * GSLocalMemory::m_psm[m_cached_ctx.ZBUF.PSM].pgs.x;
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if (g_texture_cache->GetTemporaryZ() != nullptr)
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{
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GSTextureCache::TempZAddress z_address_info = g_texture_cache->GetTemporaryZInfo();
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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;
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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;
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if (ds->m_TEX0.TBP0 != z_address_info.ZBP || z_address_info.offset != page_offset)
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g_texture_cache->InvalidateTemporaryZ();
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else if (!m_r.rintersect(z_address_info.rect_since).rempty() && m_cached_ctx.TEST.ZTST > ZTST_ALWAYS)
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{
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GL_CACHE("HW: RT in RT Updating Z copy on draw %d z_offset %d", s_n, z_address_info.offset);
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GSVector4 sRect = GSVector4(z_address_info.rect_since.x / static_cast<float>(ds->m_unscaled_size.x), z_address_info.rect_since.y / static_cast<float>(ds->m_unscaled_size.y), (z_address_info.rect_since.z + (1.0f / ds->m_scale)) / static_cast<float>(ds->m_unscaled_size.x), (z_address_info.rect_since.w + (1.0f / ds->m_scale)) / static_cast<float>(ds->m_unscaled_size.y));
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GSVector4i dRect = GSVector4i((old_z_horizontal_offset + z_address_info.rect_since.x) * ds->m_scale, (old_z_vertical_offset + z_address_info.rect_since.y) * ds->m_scale, (old_z_horizontal_offset + z_address_info.rect_since.z + (1.0f / ds->m_scale)) * ds->m_scale, (old_z_vertical_offset + z_address_info.rect_since.w + (1.0f / ds->m_scale)) * ds->m_scale);
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sRect = sRect.min(GSVector4(1.0f));
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dRect = dRect.min_u32(GSVector4i(ds->m_unscaled_size.x * ds->m_scale, ds->m_unscaled_size.y * ds->m_scale).xyxy());
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g_gs_device->StretchRect(ds->m_texture, sRect, g_texture_cache->GetTemporaryZ(), GSVector4(dRect), ShaderConvert::DEPTH_COPY, false);
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g_perfmon.Put(GSPerfMon::TextureCopies, 1);
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z_address_info.rect_since = GSVector4i::zero();
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g_texture_cache->SetTemporaryZInfo(z_address_info);
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}
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}
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if (g_texture_cache->GetTemporaryZ() == nullptr)
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{
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m_temp_z_full_copy = false;
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const int get_next_ctx = m_env.PRIM.CTXT;
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const GSDrawingContext& next_ctx = m_env.CTXT[get_next_ctx];
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const int rt_page_offset = (static_cast<int>(m_cached_ctx.FRAME.Block() - rt->m_TEX0.TBP0) / 32);
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const int vertical_page_offset = (rt_page_offset / std::max(static_cast<int>(rt->m_TEX0.TBW), 1));
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const int vertical_offset = vertical_page_offset * frame_psm.pgs.y;
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const int horizontal_offset = (rt_page_offset - (vertical_page_offset * std::max(static_cast<int>(rt->m_TEX0.TBW), 1))) * frame_psm.pgs.x;
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const u32 horizontal_size = std::max(rt->m_unscaled_size.x, ds->m_unscaled_size.x);
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const u32 vertical_size = std::max(rt->m_unscaled_size.y, ds->m_unscaled_size.y);
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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);
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const int new_height = std::max(static_cast<int>(vertical_size * ds->m_scale), dRect.w);
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const int new_width = std::max(static_cast<int>(horizontal_size * ds->m_scale), dRect.z);
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const int height_diff = new_height - (ds->m_unscaled_size.y * ds->m_scale);
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const int width_diff = new_width - (ds->m_unscaled_size.x * ds->m_scale);
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if (GSTexture* tex = g_gs_device->CreateDepthStencil(new_width, new_height, GSTexture::Format::DepthStencil, true))
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{
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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)));
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const bool restricted_copy = !(((next_ctx.ZBUF.ZBP == m_context->ZBUF.ZBP && next_ctx.FRAME.FBP == m_context->FRAME.FBP)) && !(IsPossibleChannelShuffle() && !IsPageCopy()));
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if (!restricted_copy)
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{
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if (height_diff)
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{
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const int adjust = std::min(height_diff, (vertical_offset - z_vertical_offset));
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sRect.w += static_cast<float>(adjust) / static_cast<float>(ds->m_unscaled_size.y);
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dRect.w += adjust;
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}
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if (width_diff)
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{
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const int adjust = std::min(width_diff, (horizontal_offset - z_horizontal_offset));
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sRect.z += static_cast<float>(adjust) / static_cast<float>(ds->m_unscaled_size.x);
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dRect.z += adjust;
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}
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}
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else
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{
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// m_r already has horizontal_offset (rt offset) applied)
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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));
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sRect = GSVector4(static_cast<float>((m_r.x - horizontal_offset) + z_horizontal_offset) / static_cast<float>(ds->m_unscaled_size.x), static_cast<float>((m_r.y - vertical_offset) + z_vertical_offset) / static_cast<float>(ds->m_unscaled_size.y), (static_cast<float>((m_r.z - horizontal_offset) + z_horizontal_offset) + 1.0f) / static_cast<float>(ds->m_unscaled_size.x), (static_cast<float>((m_r.w - vertical_offset) + z_vertical_offset) + 1.0f) / static_cast<float>(ds->m_unscaled_size.y));
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}
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// No point in copying more width than the width of the draw, it's going to be wasted (could still be tall, though).
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sRect.z = std::min(sRect.z, sRect.x + ((1.0f * ds->m_scale) + (static_cast<float>(m_cached_ctx.FRAME.FBW * 64)) / static_cast<float>(ds->m_unscaled_size.x)));
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dRect.z = std::min(dRect.z, dRect.x + static_cast<int>(1 * ds->m_scale) + static_cast<int>(static_cast<float>(m_cached_ctx.FRAME.FBW * 64) * ds->m_scale));
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GL_CACHE("HW: RT in RT Z copy on draw %d z_vert_offset %d", s_n, page_offset);
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g_gs_device->StretchRect(ds->m_texture, sRect, tex, GSVector4(dRect), ShaderConvert::DEPTH_COPY, false);
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g_perfmon.Put(GSPerfMon::TextureCopies, 1);
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g_texture_cache->SetTemporaryZ(tex);
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g_texture_cache->SetTemporaryZInfo(ds->m_TEX0.TBP0, page_offset);
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t_size.y = std::max(static_cast<int>(new_height / ds->m_scale), t_size.y);
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}
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else
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{
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DevCon.Warning("HW: Temporary depth buffer creation failed.");
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m_using_temp_z = false;
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}
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}
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}
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if (src && src->m_from_target && src->m_target_direct && src->m_from_target == rt)
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@@ -4035,10 +4090,12 @@ void GSRendererHW::Draw()
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const bool z_masked = m_cached_ctx.ZBUF.ZMSK;
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const bool z_update = can_update_size && !z_masked;
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if (m_using_temp_z)
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if (rt && m_using_temp_z)
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{
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const GSLocalMemory::psm_t& z_psm = GSLocalMemory::m_psm[m_cached_ctx.ZBUF.PSM];
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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;
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const GSVector4i ds_rect = m_r - GSVector4i(vertical_offset);
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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;
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const GSVector4i ds_rect = m_r - GSVector4i(vertical_offset - z_vertical_offset);
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ds->UpdateValidity(ds_rect, z_update && (can_update_size || (ds_rect.w <= (resolution.y * 2) && !m_texture_shuffle)));
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}
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else
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@@ -4270,56 +4327,60 @@ void GSRendererHW::Draw()
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}
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if (zm != 0xffffffff && ds)
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if (ds)
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{
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const bool z_masked = m_cached_ctx.ZBUF.ZMSK;
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const bool was_written = zm != 0xffffffff && m_cached_ctx.DepthWrite();
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//ds->m_valid = ds->m_valid.runion(r);
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// Limit to 2x the vertical height of the resolution (for double buffering)
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if (m_using_temp_z)
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{
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if (m_cached_ctx.DepthWrite())
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const int get_next_ctx = m_env.PRIM.CTXT;
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const GSDrawingContext& next_ctx = m_env.CTXT[get_next_ctx];
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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;
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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;
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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;
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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;
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||||
|
||||
if (was_written)
|
||||
{
|
||||
const int get_next_ctx = m_env.PRIM.CTXT;
|
||||
const GSDrawingContext& next_ctx = m_env.CTXT[get_next_ctx];
|
||||
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 GSVector4i ds_real_rect = real_rect - GSVector4i(vertical_offset);
|
||||
const GSVector4i ds_real_rect = real_rect - GSVector4i(vertical_offset - z_vertical_offset);
|
||||
ds->UpdateValidity(ds_real_rect, !z_masked && (can_update_size || (ds_real_rect.w <= (resolution.y * 2) && !m_texture_shuffle)));
|
||||
}
|
||||
|
||||
if ((m_state_flush_reason != CONTEXTCHANGE) || (next_ctx.ZBUF.ZBP == m_context->ZBUF.ZBP && next_ctx.FRAME.FBP == m_context->FRAME.FBP))
|
||||
if (((m_state_flush_reason != CONTEXTCHANGE) || (next_ctx.ZBUF.ZBP == m_context->ZBUF.ZBP && next_ctx.FRAME.FBP == m_context->FRAME.FBP)) && !(IsPossibleChannelShuffle() && !IsPageCopy()))
|
||||
{
|
||||
m_temp_z_full_copy |= was_written;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!m_temp_z_full_copy && was_written)
|
||||
{
|
||||
m_temp_z_full_copy = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
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;
|
||||
|
||||
if (!m_temp_z_full_copy)
|
||||
{
|
||||
const GSVector4i dRect = GSVector4i(real_rect.x * ds->m_scale, (z_vertical_offset + (real_rect.y - vertical_offset)) * ds->m_scale, (real_rect.z + (1.0f / ds->m_scale)) * ds->m_scale, (z_vertical_offset + (real_rect.w + (1.0f / ds->m_scale) - vertical_offset)) * ds->m_scale);
|
||||
const GSVector4 sRect = GSVector4((real_rect.x * ds->m_scale) / static_cast<float>(g_texture_cache->GetTemporaryZ()->GetWidth()), static_cast<float>(real_rect.y * ds->m_scale) / static_cast<float>(g_texture_cache->GetTemporaryZ()->GetHeight()), ((real_rect.z + (1.0f / ds->m_scale)) * ds->m_scale) / static_cast<float>(g_texture_cache->GetTemporaryZ()->GetWidth()),
|
||||
static_cast<float>((real_rect.w + (1.0f / ds->m_scale)) * ds->m_scale) / static_cast<float>(g_texture_cache->GetTemporaryZ()->GetHeight()));
|
||||
GL_CACHE("HW: RT in RT Z copy back draw %d z_vert_offset %d z_offset %d", s_n, z_vertical_offset, vertical_offset);
|
||||
g_gs_device->StretchRect(g_texture_cache->GetTemporaryZ(), sRect, ds->m_texture, GSVector4(dRect), ShaderConvert::DEPTH_COPY, false);
|
||||
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
const GSVector4i dRect = GSVector4i(0, ds->m_valid.y * ds->m_scale, ds->m_valid.z * ds->m_scale, ds->m_valid.w * ds->m_scale);
|
||||
const GSVector4 sRect = GSVector4((ds->m_valid.x * ds->m_scale) / static_cast<float>(g_texture_cache->GetTemporaryZ()->GetWidth()), static_cast<float>((ds->m_valid.y + vertical_offset) * ds->m_scale) / static_cast<float>(g_texture_cache->GetTemporaryZ()->GetHeight()), ((ds->m_valid.z + (1.0f / ds->m_scale)) * ds->m_scale) / static_cast<float>(g_texture_cache->GetTemporaryZ()->GetWidth()),
|
||||
static_cast<float>(((ds->m_valid.w + vertical_offset) + (1.0f / ds->m_scale)) * ds->m_scale) / static_cast<float>(g_texture_cache->GetTemporaryZ()->GetHeight()));
|
||||
GL_CACHE("HW: RT in RT Z copy back draw %d z_vert_offset %d z_offset %d", s_n, z_vertical_offset, vertical_offset);
|
||||
g_gs_device->StretchRect(g_texture_cache->GetTemporaryZ(), sRect, ds->m_texture, GSVector4(dRect), ShaderConvert::DEPTH_COPY, false);
|
||||
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
|
||||
}
|
||||
GSVector4i dRect = GSVector4i((z_horizontal_offset + (real_rect.x - horizontal_offset)) * ds->m_scale, (z_vertical_offset + (real_rect.y - vertical_offset)) * ds->m_scale, ((z_horizontal_offset + real_rect.z + (1.0f / ds->m_scale)) - horizontal_offset) * ds->m_scale, (z_vertical_offset + (real_rect.w + (1.0f / ds->m_scale) - vertical_offset)) * ds->m_scale);
|
||||
GSVector4 sRect = GSVector4((real_rect.x * ds->m_scale) / static_cast<float>(g_texture_cache->GetTemporaryZ()->GetWidth()), static_cast<float>(real_rect.y * ds->m_scale) / static_cast<float>(g_texture_cache->GetTemporaryZ()->GetHeight()), ((real_rect.z + (1.0f / ds->m_scale)) * ds->m_scale) / static_cast<float>(g_texture_cache->GetTemporaryZ()->GetWidth()),
|
||||
static_cast<float>((real_rect.w + (1.0f / ds->m_scale)) * ds->m_scale) / static_cast<float>(g_texture_cache->GetTemporaryZ()->GetHeight()));
|
||||
|
||||
m_temp_z_full_copy = false;
|
||||
GL_CACHE("HW: RT in RT Z copy back draw %d z_vert_offset %d rt_vert_offset %d z_horz_offset %d rt_horz_offset %d", s_n, z_vertical_offset, vertical_offset, z_horizontal_offset, horizontal_offset);
|
||||
g_gs_device->StretchRect(g_texture_cache->GetTemporaryZ(), sRect, ds->m_texture, GSVector4(dRect), ShaderConvert::DEPTH_COPY, false);
|
||||
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
|
||||
}
|
||||
else if(m_temp_z_full_copy)
|
||||
{
|
||||
GSVector4i dRect = GSVector4i((ds->m_valid.x + z_horizontal_offset) * ds->m_scale, (ds->m_valid.y + z_vertical_offset) * ds->m_scale, (ds->m_valid.z + z_horizontal_offset + (1.0f / ds->m_scale)) * ds->m_scale, (ds->m_valid.w + z_vertical_offset + (1.0f / ds->m_scale)) * ds->m_scale);
|
||||
GSVector4 sRect = GSVector4(((ds->m_valid.x + horizontal_offset) * ds->m_scale) / static_cast<float>(g_texture_cache->GetTemporaryZ()->GetWidth()), static_cast<float>((ds->m_valid.y + vertical_offset) * ds->m_scale) / static_cast<float>(g_texture_cache->GetTemporaryZ()->GetHeight()), (((ds->m_valid.z + horizontal_offset) + (1.0f / ds->m_scale)) * ds->m_scale) / static_cast<float>(g_texture_cache->GetTemporaryZ()->GetWidth()),
|
||||
static_cast<float>((ds->m_valid.w + vertical_offset + (1.0f / ds->m_scale)) * ds->m_scale) / static_cast<float>(g_texture_cache->GetTemporaryZ()->GetHeight()));
|
||||
|
||||
GL_CACHE("HW: RT in RT Z copy back draw %d z_vert_offset %d z_offset %d", s_n, z_vertical_offset, vertical_offset);
|
||||
g_gs_device->StretchRect(g_texture_cache->GetTemporaryZ(), sRect, ds->m_texture, GSVector4(dRect), ShaderConvert::DEPTH_COPY, false);
|
||||
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
|
||||
}
|
||||
|
||||
m_temp_z_full_copy = false;
|
||||
}
|
||||
}
|
||||
else if (m_cached_ctx.DepthWrite() && g_texture_cache->GetTemporaryZ() != nullptr)
|
||||
else if (was_written && g_texture_cache->GetTemporaryZ() != nullptr)
|
||||
{
|
||||
ds->UpdateValidity(real_rect, !z_masked && (can_update_size || (real_rect.w <= (resolution.y * 2) && !m_texture_shuffle)));
|
||||
|
||||
@@ -6590,6 +6651,7 @@ __ri void GSRendererHW::HandleTextureHazards(const GSTextureCache::Target* rt, c
|
||||
|
||||
const GSVector4 src_rect = GSVector4(copy_range) / GSVector4(src_unscaled_size).xyxy();
|
||||
const GSVector4 dst_rect = (GSVector4(copy_range) - GSVector4(offset).xyxy()) * scale;
|
||||
|
||||
g_gs_device->StretchRect(src_target->m_texture, src_rect, src_copy.get(), dst_rect,
|
||||
src_target->m_texture->IsDepthStencil() ? ShaderConvert::DEPTH_COPY : ShaderConvert::COPY, false);
|
||||
}
|
||||
|
||||
@@ -209,7 +209,7 @@ public:
|
||||
struct TempZAddress
|
||||
{
|
||||
u32 ZBP;
|
||||
u32 offset;
|
||||
int offset;
|
||||
GSVector4i rect_since;
|
||||
};
|
||||
|
||||
|
||||
Reference in new issue
Block a user