Compare commits

...

20 Commits

Author SHA1 Message Date
refractionpcsx2 6b752a888e GS/HW: Add new method of rounding sprites 2026-02-03 21:03:20 +00:00
PCSX2 Bot fe7935ce0e [ci skip] Qt: Update Base Translation. 2026-02-02 01:59:37 +01:00
lightningterror 2fba420339 GS/DX11: Preemptively bind shader resources if possible.
Idea:
PSSetShaderResource binds local state only (ps_sr_views).
PSUnbindConflictingSRVs binds/updates local and gpu state (ps_sr_views, ps_cached_sr_views and srv gpu state)

What we can do is before checking for conflicts we can preemptively bind new tex on the local state if it's not already bound to the current render target, depth target, then PSUnbindConflictingSRVs will update the gpu state when it checks for conflicts.
Then the following update that happens during the Draw which calls for a gpu upgrade will be ignored since it's already been updated.
2026-02-02 00:13:02 +01:00
lightningterror e35c84c2c6 GS: Update Shader/texture copies counter handling.
Add the copy counters in the function themselves, easier to track.
This also tracks other shader copies such as setupdate, primid date,
post processing such as shade boost and others which weren't tracked before.
2026-02-01 13:35:24 +01:00
PCSX2 Bot 4b79645774 [ci skip] Qt: Update Base Translation. 2026-02-01 01:05:44 +01:00
lightningterror df4be2c170 GS/DX11: Add console logs for supported features. 2026-02-01 00:48:11 +01:00
lightningterror ede25a5ecc GS/DX11: Check if RGBA16 UNORM supports hw blending.
If not then use DXGI_FORMAT_R16G16B16A16_FLOAT,
it will be less precise but will still work on feature level 10.0 and some 10.1 gpus and allow for hardware blending.
2026-02-01 00:48:11 +01:00
lightningterror 76977da05a GS/DX11: Check if conservative depth is supported.
Fixes dx10 gpus being broken without  conservative depth.
2026-02-01 00:48:11 +01:00
lightningterror aca37d14a1 GS/DX11: Clear out render/depth stencil views before swap chain present.
Fixes api warning in specific scenario when force running through dxcpl:
D3D11 INFO: ID3D11DeviceContext::OMSetRenderTargets: Forcing OM Render Target slot 0 to NULL , since calling Present for DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL SwapChains unbinds backbuffer 0 from all GPU writeable bind points, except for DXGI_PRESENT_DO_NOT_SEQUENCE or DXGI_PRESENT_TEST usage. [ STATE_SETTING INFO 49: OMSETRENDERTARGETS_UNBINDDELETINGOBJECT]
2026-02-01 00:48:11 +01:00
Ty eee315718f Darwin: Implement Mach exceptions ports instead of signals
Credit goes to the Julia language and Dolphin emulator for their free and open source implementations
2026-01-31 13:45:02 -05:00
TheLastRar a14d99e93c GS/DX12: Check for typed casting support 2026-01-31 19:16:35 +01:00
TheLastRar af3877ac7a GS/DX12: Init enhanced barriers to false 2026-01-31 19:16:35 +01:00
lightningterror c7f7bd6f3d GS/DX11: Align drawlist bounding box to 4 pixel boundaries.
Will be faster using Direct Memory Access, otherwise it may stall as more commands need to be issued.
2026-01-31 16:57:42 +01:00
PCSX2 Bot dd81fbbd5f [ci skip] Qt: Update Base Translation. 2026-01-31 02:58:58 +01:00
Mrlinkwii b4293a40d2 Docs: update Gamedb documentation 2026-01-30 18:06:59 +01:00
Mrlinkwii 9acadb21fe GameDB: remove left over schemea options 2026-01-30 18:06:02 +01:00
TJnotJT e82fa0bba5 GS/HW: Require 32 bit RT for accumulation blend on max blend. 2026-01-30 11:06:13 +01:00
Ziemas 45490d903a SPU: Slow down DMA 2026-01-29 22:26:28 -05:00
PCSX2 Bot 76dadf792a [ci skip] Qt: Update Base Translation. 2026-01-30 02:03:26 +01:00
wxvu 204829865d GameDB: Add fixes for Puchi Copter 2 2026-01-29 14:21:14 +01:00
23 changed files with 1692 additions and 1187 deletions
Binary file not shown.
+10
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"
+6 -2
View File
@@ -139,8 +139,12 @@ struct PS_OUTPUT
#endif
#endif
#endif
#if PS_ZCLAMP || PS_ZFLOOR
float depth : SV_DepthLessEqual;
#if (PS_ZFLOOR || PS_ZCLAMP)
#if PS_HAS_CONSERVATIVE_DEPTH
float depth : SV_DepthLessEqual;
#else
float depth : SV_Depth;
#endif
#endif
};
+1 -1
View File
@@ -113,7 +113,7 @@ layout(binding = 3) uniform sampler2D img_prim_min;
//layout(pixel_center_integer) in vec4 gl_FragCoord;
#endif
#if (PS_ZFLOOR || PS_ZCLAMP) && HAS_CONSERVATIVE_DEPTH
#if (PS_ZFLOOR || PS_ZCLAMP) && PS_HAS_CONSERVATIVE_DEPTH
layout(depth_less) out float gl_FragDepth;
#endif
+197 -1
View File
@@ -11,6 +11,7 @@
#include "common/Threading.h"
#include "common/WindowInfo.h"
#include "common/HostSys.h"
#include "fmt/format.h"
#include <csignal>
#include <cstring>
@@ -19,12 +20,15 @@
#include <sys/mman.h>
#include <sys/types.h>
#include <sys/sysctl.h>
#include <thread>
#include <time.h>
#include <mach/mach_init.h>
#include <mach/mach_port.h>
#include <mach/mach_time.h>
#include <mach/mach_vm.h>
#include <mach/message.h>
#include <mach/task.h>
#include <mach/thread_state.h>
#include <mach/vm_map.h>
#include <mutex>
#include <ApplicationServices/ApplicationServices.h>
@@ -294,7 +298,7 @@ static CPUInfo CalcCPUInfo()
std::vector<DarwinMisc::CPUClass> classes = DarwinMisc::GetCPUClasses();
out.num_clusters = static_cast<u32>(classes.size());
out.num_big_cores = classes.empty() ? 0 : classes[0].num_physical;
out.num_threads = classes.empty() ? 0 : classes[0].num_logical;
out.num_threads = classes.empty() ? 0 : classes[0].num_logical;
out.num_small_cores = 0;
for (std::size_t i = 1; i < classes.size(); i++)
{
@@ -568,15 +572,206 @@ void HostSys::EndCodeWrite()
#endif // _M_ARM64
#define USE_MACH_EXCEPTION_PORTS
namespace PageFaultHandler
{
#ifdef USE_MACH_EXCEPTION_PORTS
static void SignalHandler(mach_port_t port);
#else
static void SignalHandler(int sig, siginfo_t* info, void* ctx);
#endif
static std::recursive_mutex s_exception_handler_mutex;
static bool s_in_exception_handler = false;
static bool s_installed = false;
} // namespace PageFaultHandler
#ifdef USE_MACH_EXCEPTION_PORTS
#if defined(_M_X86)
#define THREAD_STATE64_COUNT x86_THREAD_STATE64_COUNT
#define THREAD_STATE64 x86_THREAD_STATE64
#define thread_state64_t x86_thread_state64_t
#elif defined(_M_ARM64)
#define THREAD_STATE64_COUNT ARM_THREAD_STATE64_COUNT
#define THREAD_STATE64 ARM_THREAD_STATE64
#define thread_state64_t arm_thread_state64_t
#else
#error Unknown Darwin Platform
#endif
void PageFaultHandler::SignalHandler(mach_port_t port)
{
Threading::SetNameOfCurrentThread("Mach Exception Thread");
#pragma pack(4)
struct
{
mach_msg_header_t Head;
NDR_record_t NDR;
exception_type_t exception;
mach_msg_type_number_t codeCnt;
int64_t code[2];
int flavor;
mach_msg_type_number_t old_stateCnt;
natural_t old_state[THREAD_STATE64_COUNT];
mach_msg_trailer_t trailer;
} msg_in;
struct
{
mach_msg_header_t Head;
NDR_record_t NDR;
kern_return_t RetCode;
int flavor;
mach_msg_type_number_t new_stateCnt;
natural_t new_state[THREAD_STATE64_COUNT];
} msg_out;
#pragma pack()
memset(&msg_in, 0xee, sizeof(msg_in));
memset(&msg_out, 0xee, sizeof(msg_out));
mach_msg_size_t send_size = 0;
mach_msg_option_t option = MACH_RCV_MSG;
while (true)
{
kern_return_t r;
if ((r = mach_msg_overwrite(&msg_out.Head, option, send_size, sizeof(msg_in), port,
MACH_MSG_TIMEOUT_NONE, MACH_PORT_NULL, &msg_in.Head, 0)))
{
pxFail(fmt::format("CRITICAL: mach_msg_overwrite: {:x}", r).c_str());
}
if (msg_in.Head.msgh_id == MACH_NOTIFY_NO_SENDERS)
{
// the other thread exited
mach_port_deallocate(mach_task_self(), port);
return;
}
if (msg_in.Head.msgh_id != 2406)
{
pxFailRel("unknown message received");
return;
}
if (msg_in.flavor != THREAD_STATE64)
{
pxFailRel(fmt::format("unknown flavour {}, expected {}", msg_in.flavor, THREAD_STATE64).c_str());
return;
}
s_exception_handler_mutex.lock();
thread_state64_t* state = (thread_state64_t*)msg_in.old_state;
HandlerResult result = HandlerResult::ExecuteNextHandler;
if (!s_in_exception_handler)
{
s_in_exception_handler = true;
#ifdef _M_ARM64
result = HandlePageFault(reinterpret_cast<void*>(state->__pc), reinterpret_cast<void*>(msg_in.code[1]), (msg_in.code[0] & 2) != 0);
#else
result = HandlePageFault(reinterpret_cast<void*>(state->__rip), reinterpret_cast<void*>(msg_in.code[1]), (msg_in.code[0] & 2) != 0);
#endif
s_in_exception_handler = false;
}
// Set up the reply.
msg_out.Head.msgh_bits = MACH_MSGH_BITS(MACH_MSGH_BITS_REMOTE(msg_in.Head.msgh_bits), 0);
msg_out.Head.msgh_remote_port = msg_in.Head.msgh_remote_port;
msg_out.Head.msgh_local_port = MACH_PORT_NULL;
msg_out.Head.msgh_id = msg_in.Head.msgh_id + 100;
msg_out.NDR = msg_in.NDR;
if (result != HandlerResult::ContinueExecution) // cooked
{
msg_out.RetCode = KERN_FAILURE;
msg_out.flavor = 0;
msg_out.new_stateCnt = 0;
// The crash handler on macOS or Linux doesn't use context passed to it
// Stubbing it here is fine
CrashHandler::CrashSignalHandler(-1, nullptr, nullptr);
pxFailRel("CrashSignalHandler returned when it should have terminated us!");
}
else
{
// Resumes execution right where we left off (re-executes instruction that caused the SIGSEGV)
msg_out.RetCode = KERN_SUCCESS;
msg_out.flavor = THREAD_STATE64;
msg_out.new_stateCnt = THREAD_STATE64_COUNT;
memcpy(msg_out.new_state, msg_in.old_state, THREAD_STATE64_COUNT * sizeof(natural_t));
}
msg_out.Head.msgh_size =
offsetof(__typeof__(msg_out), new_state) + msg_out.new_stateCnt * sizeof(natural_t);
send_size = msg_out.Head.msgh_size;
option |= MACH_SEND_MSG;
s_exception_handler_mutex.unlock();
}
}
bool PageFaultHandler::Install(Error* error)
{
exception_mask_t masks[EXC_TYPES_COUNT];
mach_port_t ports[EXC_TYPES_COUNT];
exception_behavior_t behaviors[EXC_TYPES_COUNT];
thread_state_flavor_t flavors[EXC_TYPES_COUNT];
mach_msg_type_number_t count = EXC_TYPES_COUNT;
kern_return_t r = task_get_exception_ports(mach_task_self(), EXC_MASK_ALL,
masks, &count, ports, behaviors, flavors);
mach_port_t port;
if ((r = mach_port_allocate(mach_task_self(), MACH_PORT_RIGHT_RECEIVE, &port)))
{
pxFailRel(fmt::format("mach_port_allocate: {:x}", r).c_str());
return false;
}
std::thread sig_thread(PageFaultHandler::SignalHandler, port);
sig_thread.detach();
if ((r = mach_port_insert_right(mach_task_self(), port, port, MACH_MSG_TYPE_MAKE_SEND)))
{
mach_port_deallocate(mach_task_self(), port);
pxFailRel(fmt::format("mach_port_insert_right: {:x}", r).c_str());
return false;
}
task_set_exception_ports(mach_task_self(), EXC_MASK_BAD_ACCESS, MACH_PORT_NULL, EXCEPTION_DEFAULT, THREAD_STATE_NONE);
if ((r = thread_set_exception_ports(mach_thread_self(), EXC_MASK_BAD_ACCESS, port, EXCEPTION_STATE | MACH_EXCEPTION_CODES, THREAD_STATE64)))
{
mach_port_deallocate(mach_task_self(), port);
pxFailRel(fmt::format("thread_set_exception_ports: {:x}", r).c_str());
return false;
}
if ((r = mach_port_mod_refs(mach_task_self(), port, MACH_PORT_RIGHT_SEND, -1)))
{
mach_port_deallocate(mach_task_self(), port);
pxFailRel(fmt::format("mach_port_mod_refs: {:x}", r).c_str());
return false;
}
mach_port_t previous;
if ((r = mach_port_request_notification(mach_task_self(), port, MACH_NOTIFY_NO_SENDERS, 0, port, MACH_MSG_TYPE_MAKE_SEND_ONCE, &previous)))
{
mach_port_deallocate(mach_task_self(), port);
pxFailRel(fmt::format("mach_port_mod_refs: {:x}", r).c_str());
return false;
}
s_installed = true;
return true;
}
#else
void PageFaultHandler::SignalHandler(int sig, siginfo_t* info, void* ctx)
{
#if defined(_M_X86)
@@ -644,3 +839,4 @@ bool PageFaultHandler::Install(Error* error)
s_installed = true;
return true;
}
#endif
File diff suppressed because it is too large Load Diff
+11 -2
View File
@@ -139,12 +139,15 @@ The clamp modes are also numerically based.
### GS Hardware Mipmap Fixes
* mipmap [`0` or `1` or `2`] {Off, Basic, Full} Default: Automatic (No value, looks up GameDB)
* mipmap [`0` or `1`] {Off, On} Default: On (looks up GameDB)
* trilinearFiltering [`0` or `1` or `2`] {None, Trilinear, Trilinear Ultra} Default: None (`0`)
### GS Hardware General Fixes
* beforeDraw {`OI` with suffix } {None unless specific game GSC} Default: Automatic (No value, looks up GameDB) with valid variable name (ex. OI_BurnoutGames)
* moveHandler {`MV` with suffix } {None unless specific game GSC} Default: Automatic (No value, looks up GameDB) with valid variable name (ex. MV_Ico)
* afterDraw {`OO` with suffix } {None unless specific game GSC} Default: Automatic (No value, looks up GameDB) with valid variable name
* conservativeFramebuffer [`0` or `1`] {Off or On} Default: On (`1`)
* texturePreloading [`0` or `1` or `2`] {None, Partial or Full Hash Cache} Default: None (`0`)
@@ -153,11 +156,17 @@ The clamp modes are also numerically based.
### GS Hardware Renderer Fixes
* autoFlush [`0` or `1` or `2`] {Disabled, Enabled (Sprites Only), Enabled (All Primitives)} Default: Off (`0`)
* partialTargetInvalidation [`0` or `1`] {Off, On} Default: Off (`0`)
* PCRTCOffsets [`0` or `1`] {Off, On} Default: Off (`0`)
* PCRTCOverscan [`0` or `1`] {Off, On} Default: Off (`0`)
* disableDepthSupport [`0` or `1`] {Off, On} Default: Off (`0`)
* disablePartialInvalidation [`0` or `1`] {Off, On} Default: Off (`0`)
* cpuFramebufferConversion [`0` or `1`] {Off, On} Default: Off (`0`)
* preloadFrameData [`0` or `1`] {Off, On} Default: Off (`0`)
* textureInsideRT [`0` or `1`] {Disabled, Inside Targets, Merge Targets} Default: Off (`0`)
* textureInsideRT [`0` or `1`or `2`] {Disabled, Inside Targets, Merge Targets} Default: Off (`0`)
* PCRTCOverscan [`0` or `1`] {Off, On} Default: Off (`0`)
* PCRTCOverscan [`0` or `1`] {Off, On} Default: Off (`0`)
* cpuCLUTRender [`0` or `1` or `2`] {Disabled, Normal, Aggressive} Default: Disabled (`0`)
* cpuSpriteRenderBW [Value between `0` to `10`] {Disabled, 1 (64), 2 (128), 3 (192), 4 (256), 5 (320), 6 (384), 7 (448), 8 (512), 9 (576), 10 (640)} Default: Off (`0`)
-5
View File
@@ -229,11 +229,6 @@
"minimum": 0,
"maximum": 100000
},
"halfBottomOverride": {
"type": "integer",
"minimum": 0,
"maximum": 1
},
"halfPixelOffset": {
"type": "integer",
"minimum": 0,
+1 -1
View File
@@ -3560,7 +3560,7 @@ __forceinline bool AreTrianglesQuad(const GSVertex* RESTRICT vin, const u16* RES
return are_quad;
}
__forceinline bool AreTrianglesQuadNonAA(const GSVertex* RESTRICT vin, const u16* RESTRICT index0, const u16* RESTRICT index1)
bool GSState::AreTrianglesQuadNonAA(const GSVertex* RESTRICT vin, const u16* RESTRICT index0, const u16* RESTRICT index1)
{
u32 v0[3] = {
vin[index0[0]].XYZ.U32[0],
+1
View File
@@ -478,6 +478,7 @@ public:
template<bool shuffle_check>
bool TrianglesAreQuadsImpl();
bool AreTrianglesQuadNonAA(const GSVertex* RESTRICT vin, const u16* RESTRICT index0, const u16* RESTRICT index1);
bool TrianglesAreQuads(bool shuffle_check = false);
template <u32 primclass>
PRIM_OVERLAP GetPrimitiveOverlapDrawlistImpl(bool save_drawlist = false, bool save_bbox = false, float bbox_scale = 1.0f);
+88 -21
View File
@@ -38,6 +38,15 @@ static bool SupportsTextureFormat(ID3D11Device* dev, DXGI_FORMAT format)
return (support & D3D11_FORMAT_SUPPORT_TEXTURE2D) != 0;
}
static bool IsTextureFormatHWBlendable(ID3D11Device* dev, DXGI_FORMAT format)
{
UINT support;
if (FAILED(dev->CheckFormatSupport(format, &support)))
return false;
return (support & D3D11_FORMAT_SUPPORT_RENDER_TARGET) && (support & D3D11_FORMAT_SUPPORT_BLENDABLE);
}
GSDevice11::GSDevice11()
{
memset(&m_state, 0, sizeof(m_state));
@@ -599,6 +608,15 @@ void GSDevice11::SetFeatures(IDXGIAdapter1* adapter)
m_max_texture_size = (m_feature_level >= D3D_FEATURE_LEVEL_11_0) ?
D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION :
D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
m_conservative_depth = (m_feature_level >= D3D_FEATURE_LEVEL_11_0);
m_rgba16_unorm_hw_blend = IsTextureFormatHWBlendable(m_dev.get(), DXGI_FORMAT_R16G16B16A16_UNORM);
// Let the user know if said features are available.
Console.WriteLnFmt("D3D11: DXTn Texture Compression: {}", m_features.dxt_textures ? "Supported" : "Not Supported");
Console.WriteLnFmt("D3D11: BC6/7 Texture Compression: {}", m_features.bptc_textures ? "Supported" : "Not Supported");
Console.WriteLnFmt("D3D11: Conservative Depth: {}", m_conservative_depth ? "Supported" : "Not Supported");
Console.WriteLnFmt("D3D11: RGBA16 UNORM Hardware Blending: {}", m_rgba16_unorm_hw_blend ? "Supported" : "Not Supported");
}
bool GSDevice11::HasSurface() const
@@ -972,15 +990,15 @@ void GSDevice11::EndPresent()
if (m_vsync_mode != GSVSyncMode::FIFO && m_gpu_timing_enabled)
PopTimestampQuery();
// clear out the swap chain view, it might get resized..
OMSetRenderTargets(nullptr, nullptr, nullptr, nullptr);
const UINT sync_interval = static_cast<UINT>(m_vsync_mode == GSVSyncMode::FIFO);
const UINT flags = (m_vsync_mode == GSVSyncMode::Disabled && m_using_allow_tearing) ? DXGI_PRESENT_ALLOW_TEARING : 0;
m_swap_chain->Present(sync_interval, flags);
if (m_gpu_timing_enabled)
KickTimestampQuery();
// clear out the swap chain view, it might get resized..
OMSetRenderTargets(nullptr, nullptr, nullptr, nullptr);
}
bool GSDevice11::CreateTimestampQueries()
@@ -1296,6 +1314,8 @@ void GSDevice11::DoStretchRect(GSTexture* sTex, const GSVector4& sRect, GSTextur
void GSDevice11::DoStretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear)
{
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
CommitClear(sTex);
const bool draw_in_depth = dTex && dTex->IsDepthStencil();
@@ -1303,6 +1323,10 @@ void GSDevice11::DoStretchRect(GSTexture* sTex, const GSVector4& sRect, GSTextur
GSVector2i ds;
if (dTex)
{
// preemptively bind svr if possible
if (m_state.cached_rt_view != sTex && m_state.cached_dsv != sTex)
PSSetShaderResource(0, sTex);
// ps unbind conflicting srvs
PSUnbindConflictingSRVs(dTex);
@@ -1363,11 +1387,17 @@ void GSDevice11::DoStretchRect(GSTexture* sTex, const GSVector4& sRect, GSTextur
void GSDevice11::PresentRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, PresentShader shader, float shaderTime, bool linear)
{
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
CommitClear(sTex);
GSVector2i ds;
if (dTex)
{
// preemptively bind svr if possible
if (m_state.cached_rt_view != sTex && m_state.cached_dsv != sTex)
PSSetShaderResource(0, sTex);
// ps unbind conflicting srvs
PSUnbindConflictingSRVs(dTex);
@@ -1522,6 +1552,8 @@ void GSDevice11::DrawMultiStretchRects(const MultiStretchRect* rects, u32 num_re
void GSDevice11::DoMultiStretchRects(const MultiStretchRect* rects, u32 num_rects, const GSVector2& ds)
{
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
// Don't use primitive restart here, it ends up slower on some drivers.
const u32 vertex_reserve_size = num_rects * 4;
const u32 index_reserve_size = num_rects * 6;
@@ -1721,6 +1753,7 @@ void GSDevice11::SetupPS(const PSSelector& sel, const GSHWDrawConfig::PSConstant
ShaderMacro sm;
sm.AddMacro("PIXEL_SHADER", 1);
sm.AddMacro("PS_HAS_CONSERVATIVE_DEPTH", m_conservative_depth);
sm.AddMacro("PS_FST", sel.fst);
sm.AddMacro("PS_WMS", sel.wms);
sm.AddMacro("PS_WMT", sel.wmt);
@@ -2162,6 +2195,8 @@ void GSDevice11::RenderImGui()
void GSDevice11::SetupDATE(GSTexture* rt, GSTexture* ds, SetDATM datm, const GSVector4i& bbox)
{
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
// sfex3 (after the capcom logo), vf4 (first menu fading in), ffxii shadows, rumble roses shadows, persona4 shadows
CommitClear(rt);
@@ -2169,6 +2204,11 @@ void GSDevice11::SetupDATE(GSTexture* rt, GSTexture* ds, SetDATM datm, const GSV
m_ctx->ClearDepthStencilView(*static_cast<GSTexture11*>(ds), D3D11_CLEAR_STENCIL, 0.0f, 0);
// preemptively bind svr if possible
if (m_state.cached_rt_view != rt && m_state.cached_dsv != rt)
PSSetShaderResource(0, rt);
// ps unbind conflicting srvs
PSUnbindConflictingSRVs(ds);
@@ -2382,6 +2422,7 @@ void GSDevice11::VSSetShader(ID3D11VertexShader* vs, ID3D11Buffer* vs_cb)
void GSDevice11::PSSetShaderResource(int i, GSTexture* sr)
{
// Update local state only, PSUpdateShaderState updates gpu state.
m_state.ps_sr_views[i] = *static_cast<GSTexture11*>(sr);
}
@@ -2418,7 +2459,7 @@ void GSDevice11::PSUpdateShaderState(const bool sr_update, const bool ss_update)
if (sr_update)
{
bool sr_changed = false;
for (size_t i = 0; i < m_state.ps_sr_views.size(); ++i)
for (size_t i = 0; i < MAX_TEXTURES; ++i)
{
if (m_state.ps_cached_sr_views[i] != m_state.ps_sr_views[i])
{
@@ -2430,14 +2471,14 @@ void GSDevice11::PSUpdateShaderState(const bool sr_update, const bool ss_update)
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());
m_ctx->PSSetShaderResources(0, MAX_TEXTURES, 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)
for (size_t i = 0; i < MAX_SAMPLERS; ++i)
{
if (m_state.ps_cached_ss[i] != m_state.ps_ss[i])
{
@@ -2449,7 +2490,7 @@ void GSDevice11::PSUpdateShaderState(const bool sr_update, const bool ss_update)
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());
m_ctx->PSSetSamplers(0, MAX_SAMPLERS, m_state.ps_ss.data());
}
}
}
@@ -2458,9 +2499,10 @@ 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++)
for (size_t i = 0; i < MAX_TEXTURES; i++)
{
if ((tex1 && m_state.ps_sr_views[i] == *static_cast<GSTexture11*>(tex1)) || (tex2 && m_state.ps_sr_views[i] == *static_cast<GSTexture11*>(tex2)))
// We chech against what's currently bound (cached_sr_views), then update local state (ps_sr_views) which calls PSUpdateShaderState to update gpu state.
if ((tex1 && m_state.ps_cached_sr_views[i] == *static_cast<GSTexture11*>(tex1)) || (tex2 && m_state.ps_cached_sr_views[i] == *static_cast<GSTexture11*>(tex2)))
{
m_state.ps_sr_views[i] = nullptr;
changed = true;
@@ -2604,7 +2646,6 @@ void GSDevice11::RenderHW(GSHWDrawConfig& config)
const GSVector4 dRect(config.colclip_update_area);
const GSVector4 sRect = dRect / GSVector4(size.x, size.y).xyxy();
StretchRect(colclip_rt, sRect, config.rt, dRect, ShaderConvert::COLCLIP_RESOLVE, false);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
Recycle(colclip_rt);
g_gs_device->SetColorClipTexture(nullptr);
@@ -2621,7 +2662,7 @@ void GSDevice11::RenderHW(GSHWDrawConfig& config)
{
config.colclip_update_area = config.drawarea;
colclip_rt = CreateRenderTarget(rtsize.x, rtsize.y, GSTexture::Format::ColorClip, false);
colclip_rt = CreateRenderTarget(rtsize.x, rtsize.y, m_rgba16_unorm_hw_blend ? GSTexture::Format::ColorClip : GSTexture::Format::ColorHDR, false);
if (!colclip_rt)
{
Console.Warning("D3D11: Failed to allocate ColorClip render target, aborting draw.");
@@ -2633,7 +2674,6 @@ void GSDevice11::RenderHW(GSHWDrawConfig& config)
const GSVector4 dRect = GSVector4((config.colclip_mode == GSHWDrawConfig::ColClipMode::ConvertOnly) ? GSVector4i::loadh(rtsize) : config.drawarea);
const GSVector4 sRect = dRect / GSVector4(rtsize.x, rtsize.y).xyxy();
StretchRect(config.rt, sRect, colclip_rt, dRect, ShaderConvert::COLCLIP_INIT, false);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
}
}
@@ -2704,20 +2744,29 @@ void GSDevice11::RenderHW(GSHWDrawConfig& config)
if (config.tex && config.tex == config.ds)
read_only_dsv = static_cast<GSTexture11*>(config.ds)->ReadOnlyDepthStencilView();
// Should be called before changing local srv state.
PSUnbindConflictingSRVs(colclip_rt ? colclip_rt : config.rt, read_only_dsv ? nullptr : config.ds);
// Preemptively bind svr if possible.
// We update the local state, then if there are srv conflicts PSUnbindConflictingSRVs will update the gpu state.
if (config.tex)
{
CommitClear(config.tex);
PSSetShaderResource(0, config.tex);
if (m_state.cached_rt_view != config.tex && m_state.cached_dsv != config.tex)
PSSetShaderResource(0, config.tex);
}
if (config.pal)
{
CommitClear(config.pal);
PSSetShaderResource(1, config.pal);
if (m_state.cached_rt_view != config.pal && m_state.cached_dsv != config.pal)
PSSetShaderResource(1, config.pal);
}
// Should be called before changing current gpu state.
PSUnbindConflictingSRVs(colclip_rt ? colclip_rt : config.rt, read_only_dsv ? nullptr : config.ds);
if (config.tex)
PSSetShaderResource(0, config.tex);
if (config.pal)
PSSetShaderResource(1, config.pal);
SetupVS(config.vs, &config.cb_vs);
SetupPS(config.ps, &config.cb_ps, config.sampler);
@@ -2818,7 +2867,6 @@ void GSDevice11::RenderHW(GSHWDrawConfig& config)
const GSVector4 dRect(config.colclip_update_area);
const GSVector4 sRect = dRect / GSVector4(size.x, size.y).xyxy();
StretchRect(colclip_rt, sRect, config.rt, dRect, ShaderConvert::COLCLIP_RESOLVE, false);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
Recycle(colclip_rt);
g_gs_device->SetColorClipTexture(nullptr);
@@ -2847,6 +2895,7 @@ void GSDevice11::SendHWDraw(const GSHWDrawConfig& config, GSTexture* draw_rt_clo
{
const u32 draw_list_size = static_cast<u32>(config.drawlist->size());
const u32 indices_per_prim = config.indices_per_prim;
const GSVector4i rtsize(0, 0, draw_rt->GetWidth(), draw_rt->GetHeight());
pxAssert(config.drawlist && !config.drawlist->empty());
pxAssert(config.drawlist_bbox && static_cast<u32>(config.drawlist_bbox->size()) == draw_list_size);
@@ -2855,10 +2904,28 @@ void GSDevice11::SendHWDraw(const GSHWDrawConfig& config, GSTexture* draw_rt_clo
{
const u32 count = (*config.drawlist)[n] * indices_per_prim;
GSVector4i bbox = (*config.drawlist_bbox)[n].rintersect(config.drawarea);
const GSVector4i original_bbox = (*config.drawlist_bbox)[n].rintersect(config.drawarea);
GSVector4i snapped_bbox = original_bbox;
// Copy only the part needed by the draw.
CopyAndBind(bbox);
// We don't want the snapped box adjustments when the rect is empty as it might make the copy to pass.
// The empty rect itself needs to be handled in renderer properly.
if (!snapped_bbox.rempty())
{
// Aligning bbox to 4 pixel boundaries so copies will be faster using Direct Memory Access,
// otherwise it may stall as more commands need to be issued.
snapped_bbox.left &= ~3;
snapped_bbox.top &= ~3;
snapped_bbox.right = (snapped_bbox.right + 3) & ~3;
snapped_bbox.bottom = (snapped_bbox.bottom + 3) & ~3;
// Ensure the new sizes are within bounds.
snapped_bbox.left = std::max(0, snapped_bbox.left);
snapped_bbox.top = std::max(0, snapped_bbox.top);
snapped_bbox.right = std::min(snapped_bbox.right, rtsize.right);
snapped_bbox.bottom = std::min(snapped_bbox.bottom, rtsize.bottom);
}
CopyAndBind(snapped_bbox);
DrawIndexedPrimitive(p, count);
p += count;
+2
View File
@@ -136,6 +136,8 @@ private:
bool m_using_flip_model_swap_chain = true;
bool m_using_allow_tearing = false;
bool m_is_exclusive_fullscreen = false;
bool m_conservative_depth = false;
bool m_rgba16_unorm_hw_blend = false;
struct
{
+15 -4
View File
@@ -1407,6 +1407,11 @@ bool GSDevice12::CheckFeatures(const u32& vendor_id)
DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allow_tearing_supported, sizeof(allow_tearing_supported));
m_allow_tearing_supported = (SUCCEEDED(hr) && allow_tearing_supported == TRUE);
D3D12_FEATURE_DATA_D3D12_OPTIONS3 device_options3 = {};
hr = m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS3, &device_options3, sizeof(device_options3));
m_typed_casting_supported = SUCCEEDED(hr) && device_options3.CastingFullyTypedFormatSupported;
Console.WriteLnFmt("D3D12: Casting Fully Typed Formats: {}", m_typed_casting_supported ? "Supported" : "Not Supported");
D3D12_FEATURE_DATA_D3D12_OPTIONS12 device_options12 = {};
hr = m_device->CheckFeatureSupport(D3D12_FEATURE_D3D12_OPTIONS12, &device_options12, sizeof(device_options12));
if (SUCCEEDED(hr))
@@ -1470,7 +1475,7 @@ void GSDevice12::LookupNativeFormat(GSTexture::Format format, DXGI_FORMAT* d3d_f
const auto& mapping = s_format_mapping[static_cast<int>(format)];
if (d3d_format)
*d3d_format = mapping[0];
*d3d_format = (format == GSTexture::Format::DepthStencil && !m_typed_casting_supported) ? DXGI_FORMAT_R32G8X24_TYPELESS : mapping[0];
if (srv_format)
*srv_format = mapping[1];
if (rtv_format)
@@ -1743,6 +1748,8 @@ void GSDevice12::DrawMultiStretchRects(
void GSDevice12::DoMultiStretchRects(
const MultiStretchRect* rects, u32 num_rects, GSTexture12* dTex, ShaderConvert shader)
{
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
// Set up vertices first.
const u32 vertex_reserve_size = num_rects * 4 * sizeof(GSVertexPT1);
const u32 index_reserve_size = num_rects * 6 * sizeof(u16);
@@ -1880,6 +1887,8 @@ void GSDevice12::DoStretchRect(GSTexture12* sTex, const GSVector4& sRect, GSText
void GSDevice12::DrawStretchRect(const GSVector4& sRect, const GSVector4& dRect, const GSVector2i& ds)
{
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
// ia
const float left = dRect.x * 2 / ds.x - 1.0f;
const float top = 1.0f - dRect.y * 2 / ds.y;
@@ -3048,6 +3057,7 @@ const ID3DBlob* GSDevice12::GetTFXPixelShader(const GSHWDrawConfig::PSSelector&
ShaderMacro sm;
sm.AddMacro("PIXEL_SHADER", 1);
sm.AddMacro("PS_HAS_CONSERVATIVE_DEPTH", 1);
sm.AddMacro("PS_FST", sel.fst);
sm.AddMacro("PS_WMS", sel.wms);
sm.AddMacro("PS_WMT", sel.wmt);
@@ -3900,6 +3910,8 @@ void GSDevice12::SetPSConstantBuffer(const GSHWDrawConfig::PSConstantBuffer& cb)
void GSDevice12::SetupDATE(GSTexture* rt, GSTexture* ds, SetDATM datm, const GSVector4i& bbox)
{
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
GL_PUSH("SetupDATE {%d,%d} %dx%d", bbox.left, bbox.top, bbox.width(), bbox.height());
const GSVector2i size(ds->GetSize());
@@ -3932,6 +3944,8 @@ void GSDevice12::SetupDATE(GSTexture* rt, GSTexture* ds, SetDATM datm, const GSV
GSTexture12* GSDevice12::SetupPrimitiveTrackingDATE(GSHWDrawConfig& config, PipelineSelector& pipe)
{
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
// How this is done:
// - can't put a barrier for the image in the middle of the normal render pass, so that's out
// - so, instead of just filling the int texture with INT_MAX, we sample the RT and use -1 for failing values
@@ -4078,7 +4092,6 @@ void GSDevice12::RenderHW(GSHWDrawConfig& config)
SetPipeline(m_colclip_finish_pipelines[pipe.ds].get());
SetUtilityTexture(colclip_rt, m_point_sampler_cpu);
DrawStretchRect(sRect, GSVector4(config.colclip_update_area), rtsize);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
Recycle(colclip_rt);
g_gs_device->SetColorClipTexture(nullptr);
@@ -4280,7 +4293,6 @@ void GSDevice12::RenderHW(GSHWDrawConfig& config)
const GSVector4 drawareaf = GSVector4((config.colclip_mode == GSHWDrawConfig::ColClipMode::ConvertOnly) ? GSVector4i::loadh(rtsize) : config.drawarea);
const GSVector4 sRect(drawareaf / GSVector4(rtsize.x, rtsize.y).xyxy());
DrawStretchRect(sRect, GSVector4(drawareaf), rtsize);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
GL_POP();
@@ -4358,7 +4370,6 @@ void GSDevice12::RenderHW(GSHWDrawConfig& config)
SetPipeline(m_colclip_finish_pipelines[pipe.ds].get());
SetUtilityTexture(colclip_rt, m_point_sampler_cpu);
DrawStretchRect(sRect, GSVector4(config.colclip_update_area), rtsize);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
Recycle(colclip_rt);
g_gs_device->SetColorClipTexture(nullptr);
+2 -1
View File
@@ -314,7 +314,8 @@ private:
bool m_allow_tearing_supported = false;
bool m_using_allow_tearing = false;
bool m_is_exclusive_fullscreen = false;
bool m_enhanced_barriers = true;
bool m_enhanced_barriers = false;
bool m_typed_casting_supported = false;
bool m_device_lost = false;
ComPtr<ID3D12RootSignature> m_tfx_root_signature;
+250 -34
View File
@@ -3846,7 +3846,6 @@ void GSRendererHW::Draw()
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);
}
g_texture_cache->InvalidateTemporaryZ();
@@ -3863,7 +3862,6 @@ void GSRendererHW::Draw()
dRect = dRect.min_u32(GSVector4i(ds->m_unscaled_size.x * ds->m_scale, ds->m_unscaled_size.y * ds->m_scale).xyxy());
g_gs_device->StretchRect(ds->m_texture, sRect, g_texture_cache->GetTemporaryZ(), GSVector4(dRect), ShaderConvert::DEPTH_COPY, false);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
z_address_info.rect_since = GSVector4i::zero();
g_texture_cache->SetTemporaryZInfo(z_address_info);
}
@@ -3911,7 +3909,6 @@ void GSRendererHW::Draw()
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, rt_page_offset);
@@ -4523,7 +4520,6 @@ void GSRendererHW::Draw()
{
const GSVector4i dRect = GSVector4i(0, 0, g_texture_cache->GetTemporaryZ()->GetWidth(), g_texture_cache->GetTemporaryZ()->GetHeight());
g_gs_device->StretchRect(g_texture_cache->GetTemporaryZ(), GSVector4(0.0f, 0.0f, 1.0f, 1.0f), tex, GSVector4(dRect), ShaderConvert::DEPTH_COPY, false);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
g_texture_cache->InvalidateTemporaryZ();
g_texture_cache->SetTemporaryZ(tex);
}
@@ -4715,31 +4711,260 @@ void GSRendererHW::Draw()
// Note: second hack corrects only the texture coordinate
// Be careful to not correct downscaled targets, this can get messy and break post processing
// but it still needs to adjust native stuff from memory as it's not been compensated for upscaling (Dragon Quest 8 font for example).
if (CanUpscale() && (m_vt.m_primclass == GS_SPRITE_CLASS) && rt && rt->GetScale() > 1.0f)
if (CanUpscale() && ((m_vt.m_primclass == GS_SPRITE_CLASS) || ((m_index.tail % 6 == 0) && m_vt.m_primclass == GS_TRIANGLE_CLASS && m_vt.m_eq.z)) && rt && rt->GetScale() > 1.0f)
{
const u32 count = m_vertex.next;
GSVertex* v = &m_vertex.buff[0];
bool valid_format = true;
// Hack to avoid vertical black line in various games (ace combat/tekken)
if (GSConfig.UserHacks_AlignSpriteX)
if (m_vt.m_primclass == GS_TRIANGLE_CLASS)
{
// Note for performance reason I do the check only once on the first
// primitive
const int win_position = v[1].XYZ.X - context->XYOFFSET.OFX;
const bool unaligned_position = ((win_position & 0xF) == 8);
const bool unaligned_texture = ((v[1].U & 0xF) == 0) && PRIM->FST; // I'm not sure this check is useful
const bool hole_in_vertex = (count < 4) || (v[1].XYZ.X != v[2].XYZ.X);
if (hole_in_vertex && unaligned_position && (unaligned_texture || !PRIM->FST))
const GSVertex* RESTRICT v = m_vertex.buff;
const u16* RESTRICT index = m_index.buff;
const size_t count = m_index.tail;
for (int i = 0; i < count; i += 6)
{
// Normaly vertex are aligned on full pixels and texture in half
// pixels. Let's extend the coverage of an half-pixel to avoid
// hole after upscaling
for (u32 i = 0; i < count; i += 2)
// Non-axis aligned check when only two triangles
if (!AreTrianglesQuadNonAA(v, &index[i], &index[i + 3]))
{
v[i + 1].XYZ.X += 8;
// I really don't know if it is a good idea. Neither what to do for !PRIM->FST
if (unaligned_texture)
v[i + 1].U += 8;
valid_format = false;
break;
}
}
}
if (valid_format)
{
const u32 count = m_vertex.next;
GSVertex* v = &m_vertex.buff[0];
u16* idx = &m_index.buff[0];
const bool indexed_texture = src && src->m_scale == 1.0f && GSLocalMemory::m_psm[src->m_TEX0.PSM].pal > 0;
// Shortcut for when the sprites are right up against each other.
if (GSConfig.UserHacks_AlignSpriteX && m_vt.m_primclass == GS_SPRITE_CLASS && indexed_texture && PRIM->FST && m_index.tail > 2 &&
((v[idx[1]].U == v[idx[2]].U && (v[idx[1]].XYZ.X == v[idx[2]].XYZ.X) && v[idx[0]].V == v[idx[2]].V) ||
(v[idx[1]].V == v[idx[2]].V && (v[idx[1]].XYZ.Y == v[idx[2]].XYZ.Y) && v[idx[0]].U == v[idx[2]].U)))
{
for (int i = 0; i < m_index.tail; i += 2)
{
if (!((v[idx[i + 1]].U == v[idx[i + 2]].U && (v[idx[i + 1]].XYZ.X == v[idx[i + 2]].XYZ.X) && v[idx[i]].V == v[idx[i + 2]].V)))
{
if (v[idx[i + 1]].U & 0x8)
v[idx[i + 1]].U -= 8;
}
if (!((v[idx[i + 1]].V == v[idx[i + 2]].V && (v[idx[i + 1]].XYZ.Y == v[idx[i + 2]].XYZ.Y) && v[idx[i]].U == v[idx[i + 2]].U)))
{
if (v[idx[i + 1]].V & 0x8)
v[idx[i + 11]].V -= 8;
}
}
if (v[idx[m_index.tail - 1]].U & 0x8)
v[idx[m_index.tail - 1]].U -= 8;
if (v[idx[m_index.tail - 1]].V & 0x8)
v[idx[m_index.tail - 1]].V -= 8;
}
else
// Hack to avoid vertical black line in various games (ace combat/tekken)
if (GSConfig.UserHacks_AlignSpriteX)
{
// Note for performance reason I do the check only once on the first
// primitive
const int win_position0 = v[idx[0]].XYZ.X - context->XYOFFSET.OFX;
const int win_position1 = v[idx[1]].XYZ.X - context->XYOFFSET.OFX;
const bool unaligned_position = ((win_position0 & 0xf) != 0) || ((win_position1 & 0xF) != 0);
const int first_s = (v[idx[0]].ST.S / v[idx[0]].RGBAQ.Q) * static_cast<int>(1 << m_cached_ctx.TEX0.TW);
const bool unaligned_texture = (PRIM->FST && ((v[1].U & 0xF) == 0)) || (!PRIM->FST && (first_s & 0xF) == 0); // I'm not sure this check is useful
const int gap = std::min(static_cast<int>(v[2].XYZ.X), static_cast<int>(v[3].XYZ.X)) - std::max(static_cast<int>(v[0].XYZ.X), static_cast<int>(v[1].XYZ.X));
bool hole_in_vertex = (count < 4) || (v[1].XYZ.X != v[2].XYZ.X && ((v[1].XYZ.X ^ v[2].XYZ.X) & 0xF) != 0);
const bool is_tri = m_vt.m_primclass == GS_TRIANGLE_CLASS;
const int skip = is_tri ? 3 : 2;
GSVector2 gradient = GSVector2(1.0f, 1.0f);
if (m_lod.y == 0)
{
bool can_disable_linear = true;
for (u32 i = 0; i < m_index.tail; i += skip)
{
const int x_offset = (is_tri && v[idx[i]].XYZ.X == v[idx[i + 1]].XYZ.X) ? 2 : 1;
const int y_offset = (is_tri && v[idx[i]].XYZ.Y == v[idx[i + 1]].XYZ.Y) ? 2 : 1;
GSVector2 vert = GSVector2(std::abs(static_cast<float>(v[idx[i]].XYZ.X - v[idx[i + x_offset]].XYZ.X)), std::abs(static_cast<float>(v[idx[i]].XYZ.Y - v[idx[i + y_offset]].XYZ.Y)));
GSVector2 tex;
if (!PRIM->FST)
{
const int s_offset = (is_tri && (v[idx[i]].ST.S / v[idx[i]].RGBAQ.Q) == (v[idx[i + 1]].ST.S / v[idx[i + 1]].RGBAQ.Q)) ? 2 : 1;
const int t_offset = (is_tri && (v[idx[i]].ST.T / v[idx[i]].RGBAQ.Q) == (v[idx[i + 1]].ST.T / v[idx[i + 1]].RGBAQ.Q)) ? 2 : 1;
GSVector2 v0, v1;
float s = std::min((v[idx[i]].ST.S / v[idx[i]].RGBAQ.Q), 1.0f);
float t = std::min((v[idx[i]].ST.T / v[idx[i]].RGBAQ.Q), 1.0f);
v0.x = static_cast<int>((1 << m_cached_ctx.TEX0.TW) * s * 16.0f);
v0.y = static_cast<int>((1 << m_cached_ctx.TEX0.TH) * t * 16.0f);
s = std::min((v[idx[i + s_offset]].ST.S / v[idx[i + s_offset]].RGBAQ.Q), 1.0f);
t = std::min((v[idx[i + t_offset]].ST.T / v[idx[i + t_offset]].RGBAQ.Q), 1.0f);
v1.x = static_cast<int>((1 << m_cached_ctx.TEX0.TW) * s * 16.0f);
v1.y = static_cast<int>((1 << m_cached_ctx.TEX0.TH) * t * 16.0f);
tex = GSVector2(std::abs(v1.x - v0.x), std::abs(v1.y - v0.y));
}
else
{
const int u_offset = (is_tri && v[idx[i]].U == v[idx[i + 1]].U) ? 2 : 1;
const int v_offset = (is_tri && v[idx[i]].V == v[idx[i + 1]].V) ? 2 : 1;
tex = GSVector2(std::abs(static_cast<float>(v[idx[i]].U - v[idx[i + u_offset]].U)), std::abs(static_cast<float>(v[idx[i]].V - v[idx[i + v_offset]].V)));
}
GSVector2 grad = tex / vert;
if ((grad.x != gradient.x && grad.x != floor(grad.x)) || (grad.y != gradient.y && grad.y != floor(grad.y)))
{
can_disable_linear = false;
gradient = grad;
break;
}
}
if (can_disable_linear)
{
m_vt.m_filter.linear = 0;
m_vt.m_filter.opt_linear = 0;
}
}
/*if ((m_vt.m_primclass == GS_SPRITE_CLASS) && hole_in_vertex && unaligned_position && (unaligned_texture || !PRIM->FST))
{
// Normaly vertex are aligned on full pixels and texture in half
// pixels. Let's extend the coverage of an half-pixel to avoid
// hole after upscaling
for (u32 i = 0; i < count; i += 2)
{
v[i + 1].XYZ.X += 8;
// I really don't know if it is a good idea. Neither what to do for !PRIM->FST
if (unaligned_texture)
v[i + 1].U += 8;
}
}
else */if (indexed_texture && (gradient.x > (1.0f / 16.0f) || gradient.y > (1.0f / 16.0f)))
{
const int comparitor = unaligned_position ? 0 : 8;
if (!PRIM->FST)
{
int s_offset = (is_tri && (v[idx[0]].ST.S / v[idx[0]].RGBAQ.Q) == (v[idx[1]].ST.S / v[idx[1]].RGBAQ.Q)) ? 2 : 1;
int t_offset = (is_tri && (v[idx[0]].ST.T / v[idx[0]].RGBAQ.Q) == (v[idx[1]].ST.T / v[idx[1]].RGBAQ.Q)) ? 2 : 1;
GSVector2i v0, v1;
float q = v[idx[0]].RGBAQ.Q == 0 ? FLT_MIN : v[idx[0]].RGBAQ.Q;
float s = v[idx[0]].ST.S / q;
float t = v[idx[0]].ST.T / q;
v0.x = static_cast<int>((1 << m_cached_ctx.TEX0.TW) * s * 16.0f);
v0.y = static_cast<int>((1 << m_cached_ctx.TEX0.TH) * t * 16.0f);
q = v[idx[s_offset]].RGBAQ.Q == 0 ? FLT_MIN : v[idx[s_offset]].RGBAQ.Q;
s = v[idx[s_offset]].ST.S / q;
t = v[idx[t_offset]].ST.T / q;
v1.x = static_cast<int>((1 << m_cached_ctx.TEX0.TW) * s * 16.0f);
v1.y = static_cast<int>((1 << m_cached_ctx.TEX0.TH) * t * 16.0f);
bool small_texture = std::abs(v1.x - v0.x) <= (64 * 16) || std::abs(v1.y - v0.y) <= (64 * 16);
bool offset_texture_x = (m_vt.IsLinear() || ((v0.x & 0xF) && (v1.x & 0xF))) && small_texture; // Keep them relatively small to avoid full screen stuff.
bool offset_texture_y = (m_vt.IsLinear() || ((v0.y & 0xF) && (v1.y & 0xF))) && small_texture;
//if (offset_texture_x && offset_texture_y)
{
for (u32 i = m_index.buff[0]; i < m_index.tail; i += skip)
{
GSVector2 st;
if (gradient.x > (1.0f / 16.0f))
{
float largest_s = std::max(is_tri ? (v[i + 2].ST.S / v[i + 2].RGBAQ.Q) : static_cast<float>(0), std::max((v[i].ST.S / v[i].RGBAQ.Q), (v[i + 1].ST.S / v[i + 1].RGBAQ.Q)));
float smallest_s = std::min(is_tri ? (v[i + 2].ST.S / v[i + 2].RGBAQ.Q) : static_cast<float>(0), std::min((v[i].ST.S / v[i].RGBAQ.Q), (v[i + 1].ST.S / v[i + 1].RGBAQ.Q)));
for (int j = 0; j < skip; j++)
{
q = v[i + j].RGBAQ.Q == 0 ? FLT_MIN : v[i + j].RGBAQ.Q;
float s = v[i + j].ST.S / q;
st.x = static_cast<float>(1 << m_cached_ctx.TEX0.TW) * s;
if ((v[i + j].ST.S / q) == largest_s)
v[i + j].ST.S = ((st.x - 0.5f) / static_cast<float>(1 << m_cached_ctx.TEX0.TW)) * q;
// Check the minimap in Persona 3.
if ((static_cast<int>(st.x * 16) & 0x8) == comparitor && (v[i + j].ST.S / q) == smallest_s)
v[i + j].ST.S = (std::max(0.0f, (st.x - 0.5f)) / static_cast<float>(1 << m_cached_ctx.TEX0.TW)) * q;
}
}
if (gradient.y > (1.0f / 16.0f))
{
float largest_t = std::max(is_tri ? (v[i + 2].ST.T / v[i + 2].RGBAQ.Q) : static_cast<float>(0), std::max((v[i].ST.T / v[i].RGBAQ.Q), (v[i + 1].ST.T / v[i + 1].RGBAQ.Q)));
float smallest_t = std::min(is_tri ? (v[i + 2].ST.T / v[i + 2].RGBAQ.Q) : static_cast<float>(0), std::min((v[i].ST.T / v[i].RGBAQ.Q), (v[i + 1].ST.T / v[i + 1].RGBAQ.Q)));
for (int j = 0; j < skip; j++)
{
q = v[i + j].RGBAQ.Q == 0 ? FLT_MIN : v[i + j].RGBAQ.Q;
float t = v[i + j].ST.T / q;
st.y = static_cast<float>(1 << m_cached_ctx.TEX0.TH) * t;
if ((v[i + j].ST.T / q) == largest_t)
v[i + j].ST.T = ((st.y - 0.5f) / static_cast<float>(1 << m_cached_ctx.TEX0.TH)) * q;
// Check the minimap in Persona 3.
if ((static_cast<int>(st.y * 16) & 0x8) == comparitor && (v[i + j].ST.T / q) == smallest_t)
v[i + j].ST.T = (std::max(0.0f, (st.y - 0.5f)) / static_cast<float>(1 << m_cached_ctx.TEX0.TH)) * q;
}
}
}
}
}
else
{
int u_offset = (is_tri && (v[0].U == v[1].U)) ? 2 : 1;
int v_offset = (is_tri && (v[0].V == v[1].V)) ? 2 : 1;
bool small_texture = std::abs(static_cast<int>(v[idx[u_offset]].U) - static_cast<int>(v[idx[0]].U)) <= (64 * 16) || std::abs(static_cast<int>(v[idx[v_offset]].V) - static_cast<int>(v[idx[0]].V)) <= (64 * 16);
bool offset_texture_x = (m_vt.IsLinear() || ((v[0].U & 0xF) && (v[idx[u_offset]].U & 0xF))) && small_texture;
bool offset_texture_y = (m_vt.IsLinear() || ((v[0].V & 0xF) && (v[idx[v_offset]].V & 0xF))) && small_texture;
if (offset_texture_x && offset_texture_y)
{
for (u32 i = m_index.buff[0]; i < m_index.tail; i += skip)
{
if (gradient.x > (1.0f / 16.0f))
{
const u16 largest_u = std::max(is_tri ? v[idx[i + 2]].U : static_cast<u16>(0), std::max(v[idx[i]].U, v[idx[i + 1]].U));
if ((v[idx[i]].U & 0x8) == comparitor && v[idx[i]].U == largest_u)
v[idx[i]].U = std::max(static_cast<int>(v[idx[i]].U) - 8, 0);
if ((v[idx[i + 1]].U & 0x8) == comparitor && v[idx[i + 1]].U == largest_u)
v[idx[i + 1]].U = std::max(static_cast<int>(v[idx[i + 1]].U) - 8, 0);
if (is_tri && (v[idx[i + 2]].U & 0x8) == comparitor && v[idx[i + 2]].U == largest_u)
v[idx[i + 2]].U = std::max(static_cast<int>(v[idx[i + 2]].U) - 8, 0);
}
if (gradient.y > (1.0f / 16.0f))
{
const u16 largest_v = std::max(is_tri ? v[idx[i + 2]].V : static_cast<u16>(0), std::max(v[idx[i]].V, v[idx[i + 1]].V));
if ((v[idx[i]].V & 0x8) == comparitor && v[idx[i]].V == largest_v)
v[idx[i]].V = std::max(static_cast<int>(v[idx[i]].V) - 8, 0);
if ((v[idx[i + 1]].V & 0x8) == comparitor && v[idx[i + 1]].V == largest_v)
v[idx[i + 1]].V = std::max(static_cast<int>(v[idx[i + 1]].V) - 8, 0);
if (is_tri && (v[idx[i + 2]].V & 0x8) == comparitor && v[idx[i + 2]].V == largest_v)
v[idx[i + 2]].V = std::max(static_cast<int>(v[idx[i + 2]].V) - 8, 0);
}
}
}
}
}
else if ((m_vt.m_primclass == GS_SPRITE_CLASS) && hole_in_vertex && unaligned_position && (unaligned_texture || !PRIM->FST))
{
// Normaly vertex are aligned on full pixels and texture in half
// pixels. Let's extend the coverage of an half-pixel to avoid
// hole after upscaling
for (u32 i = 0; i < count; i += 2)
{
v[i + 1].XYZ.X += 8;
// I really don't know if it is a good idea. Neither what to do for !PRIM->FST
if (unaligned_texture)
v[i + 1].U += 8;
}
}
}
}
@@ -4830,7 +5055,6 @@ void GSRendererHW::Draw()
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)
{
@@ -4843,7 +5067,6 @@ void GSRendererHW::Draw()
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;
@@ -5910,6 +6133,7 @@ void GSRendererHW::EmulateBlending(int rt_alpha_min, int rt_alpha_max, const boo
{
case AccBlendLevel::Maximum:
sw_blending |= true;
accumulation_blend &= (GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].bpp == 32);
[[fallthrough]];
case AccBlendLevel::Full:
sw_blending |= m_conf.ps.blend_a != m_conf.ps.blend_b && alpha_c0_high_max_one;
@@ -7091,8 +7315,6 @@ __ri void GSRendererHW::HandleTextureHazards(const GSTextureCache::Target* rt, c
if (m_downscale_source)
{
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
// Can't use box filtering on depth (yet), or fractional scales.
if (src_target->m_texture->IsDepthStencil() || std::floor(src_target->GetScale()) != src_target->GetScale())
{
@@ -7120,9 +7342,7 @@ __ri void GSRendererHW::HandleTextureHazards(const GSTextureCache::Target* rt, c
}
else
{
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
const GSVector4i offset = copy_range - GSVector4i(copy_dst_offset).xyxy();
// Adjust for bilinear, must be done after calculating offset.
copy_range.x -= 1;
copy_range.y -= 1;
@@ -9229,11 +9449,7 @@ bool GSRendererHW::OI_BlitFMV(GSTextureCache::Target* _rt, GSTextureCache::Sourc
const GSVector4 sRect(m_vt.m_min.t.x / tw, m_vt.m_min.t.y / th, m_vt.m_max.t.x / tw, m_vt.m_max.t.y / th);
const GSVector4i r_full_new(0, 0, tw, th);
g_gs_device->StretchRect(tex->m_texture, sRect, rt, dRect, ShaderConvert::COPY, m_vt.IsRealLinear());
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
g_gs_device->CopyRect(rt, tex->m_texture, r_full_new, 0, 0);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
g_gs_device->Recycle(rt);
}
-25
View File
@@ -2834,7 +2834,6 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
else
g_gs_device->StretchRect(dst->m_texture, sRect, tex, dRect, (type == RenderTarget) ? ShaderConvert::COPY : ShaderConvert::DEPTH_COPY, type == RenderTarget && !preserve_scale);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
m_target_memory_usage = (m_target_memory_usage - dst->m_texture->GetMemUsage()) + tex->GetMemUsage();
// If we're changing resolution scale, just toss the texture, it's not going to get reused.
@@ -2865,7 +2864,6 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
if (!tex)
return nullptr;
g_gs_device->StretchRect(dst->m_texture, sRect, tex, dRect, ShaderConvert::FLOAT32_TO_FLOAT24, false);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
g_gs_device->Recycle(dst->m_texture);
dst->m_texture = tex;
@@ -2938,7 +2936,6 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
g_gs_device->StretchRect(dst->m_texture, source_rect, tex, dRect, (type == RenderTarget) ? ShaderConvert::COPY : ShaderConvert::DEPTH_COPY, false);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
m_target_memory_usage = m_target_memory_usage + tex->GetMemUsage();
// Don't kill the target here as it's being used for the source.
@@ -2962,7 +2959,6 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
else
g_gs_device->StretchRect(dst->m_texture, source_rect, tex, dRect, (type == RenderTarget) ? ShaderConvert::COPY : ShaderConvert::DEPTH_COPY, false);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
m_target_memory_usage = (m_target_memory_usage - dst->m_texture->GetMemUsage()) + tex->GetMemUsage();
g_gs_device->Recycle(dst->m_texture);
@@ -3045,7 +3041,6 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
g_gs_device->StretchRect(dst_match->m_texture, GSVector4(0, 0, 1, 1),
dst->m_texture, GSVector4(dst->GetUnscaledRect()) * GSVector4(dst->GetScale()), shader, false);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
dst_match->m_valid_rgb = !used;
dst_match->m_was_dst_matched = true;
@@ -3326,7 +3321,6 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
{
dst_match->UnscaleRTAlpha();
g_gs_device->StretchRect(dst_match->m_texture, sRect, dst->m_texture, dRect, shader, false);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
}
}
@@ -4022,7 +4016,6 @@ void GSTextureCache::Target::ScaleRTAlpha()
const GSVector4 dRect(m_texture->GetRect().rintersect(valid_rect));
const GSVector4 sRect = dRect / GSVector4(rtsize.x, rtsize.y).xyxy();
g_gs_device->StretchRect(m_texture, sRect, temp_rt, dRect, ShaderConvert::RTA_CORRECTION, false);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
g_gs_device->Recycle(m_texture);
m_texture = temp_rt;
}
@@ -4048,7 +4041,6 @@ void GSTextureCache::Target::UnscaleRTAlpha()
const GSVector4 dRect(m_texture->GetRect().rintersect(valid_rect));
const GSVector4 sRect = dRect / GSVector4(rtsize.x, rtsize.y).xyxy();
g_gs_device->StretchRect(m_texture, sRect, temp_rt, dRect, ShaderConvert::RTA_DECORRECTION, false);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
g_gs_device->Recycle(m_texture);
m_texture = temp_rt;
}
@@ -4108,7 +4100,6 @@ void GSTextureCache::ScaleTargetForDisplay(Target* t, const GIFRegTEX0& dispfb,
// Fill the new texture with the old data, and discard the old texture.
g_gs_device->StretchRect(old_texture, new_texture, GSVector4(old_texture->GetSize()).zwxy(), ShaderConvert::COPY, false);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
m_target_memory_usage = (m_target_memory_usage - old_texture->GetMemUsage()) + new_texture->GetMemUsage();
g_gs_device->Recycle(old_texture);
t->m_texture = new_texture;
@@ -4242,7 +4233,6 @@ bool GSTextureCache::CopyRGBFromDepthToColor(Target* dst, Target* depth_src)
const GSVector4 convert_rect = GSVector4(depth_src->GetUnscaledRect().rintersect(GSVector4i::loadh(new_size)));
g_gs_device->StretchRect(depth_src->m_texture, convert_rect / GSVector4(depth_src->GetUnscaledSize()).xyxy(),
tex, convert_rect * GSVector4(dst->GetScale()), shader, false);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
}
// Copy in alpha if we're a new texture.
@@ -4253,7 +4243,6 @@ bool GSTextureCache::CopyRGBFromDepthToColor(Target* dst, Target* depth_src)
const GSVector4 copy_rect = GSVector4(tex->GetRect().rintersect(dst->m_texture->GetRect()));
g_gs_device->StretchRect(dst->m_texture, copy_rect / GSVector4(GSVector4i(dst->m_texture->GetSize()).xyxy()), tex,
copy_rect, false, false, false, true);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
}
g_gs_device->Recycle(dst->m_texture);
@@ -5291,7 +5280,6 @@ bool GSTextureCache::Move(u32 SBP, u32 SBW, u32 SPSM, int sx, int sy, u32 DBP, u
const GSVector4 src_rect = GSVector4(scaled_sx, scaled_sy, scaled_sx + scaled_w, scaled_sy + scaled_h);
const GSVector4 tmp_rect = src_rect / (GSVector4(tmp_texture->GetSize()).xyxy());
const GSVector4 dst_rect = GSVector4(scaled_dx, scaled_dy, (scaled_dx + scaled_w), (scaled_dy + scaled_h));
g_perfmon.Put(GSPerfMon::TextureCopies, 2);
g_gs_device->StretchRect(src->m_texture, tmp_rect, tmp_texture, src_rect, ShaderConvert::DEPTH_COPY, false);
g_gs_device->StretchRect(tmp_texture, tmp_rect, dst->m_texture, dst_rect, ShaderConvert::DEPTH_COPY, false);
}
@@ -5302,7 +5290,6 @@ bool GSTextureCache::Move(u32 SBP, u32 SBW, u32 SPSM, int sx, int sy, u32 DBP, u
const GSVector4 src_rect = GSVector4(scaled_sx, scaled_sy, scaled_sx + scaled_w, scaled_sy + scaled_h);
const GSVector4 tmp_rect = src_rect / (GSVector4(tmp_texture->GetSize()).xyxy());
const GSVector4 dst_rect = GSVector4(scaled_dx, scaled_dy, (scaled_dx + scaled_w), (scaled_dy + scaled_h));
g_perfmon.Put(GSPerfMon::TextureCopies, 2);
g_gs_device->StretchRect(src->m_texture, tmp_rect, tmp_texture, src_rect, false, false, false, true);
g_gs_device->StretchRect(tmp_texture, tmp_rect, dst->m_texture, dst_rect, false, false, false, true);
}
@@ -5330,7 +5317,6 @@ bool GSTextureCache::Move(u32 SBP, u32 SBW, u32 SPSM, int sx, int sy, u32 DBP, u
{
const ShaderConvert shader = ShaderConvert::COPY;
const GSVector4 dst_rect = GSVector4(scaled_dx, scaled_dy, (scaled_dx + scaled_w), (scaled_dy + scaled_h));
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
g_gs_device->StretchRect(src->m_texture, src_rect, dst->m_texture, dst_rect, false, false, false, true, shader);
}
else if (src->m_type != dst->m_type)
@@ -5348,13 +5334,11 @@ bool GSTextureCache::Move(u32 SBP, u32 SBW, u32 SPSM, int sx, int sy, u32 DBP, u
default:
break;
}
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
g_gs_device->StretchRect(src->m_texture, src_rect, dst->m_texture, scaled_src_rect, shader, false);
}
else if (src->m_texture->IsDepthStencil())
{
const GSVector4 dst_rect = GSVector4(scaled_dx, scaled_dy, (scaled_dx + scaled_w), (scaled_dy + scaled_h));
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
g_gs_device->StretchRect(src->m_texture, src_rect, dst->m_texture, dst_rect, ShaderConvert::DEPTH_COPY, false);
}
else
@@ -6296,7 +6280,6 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
{
if (dst->m_rt_alpha_scale)
{
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
const GSVector4 sRectF = GSVector4(sRect) / GSVector4(1, 1, sTex->GetWidth(), sTex->GetHeight());
g_gs_device->StretchRect(
sTex, sRectF, dTex, GSVector4(destX, destY, sRect.width(), sRect.height()), ShaderConvert::RTA_DECORRECTION, false);
@@ -6348,8 +6331,6 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
sTex, sRectF, dTex, GSVector4(destX, destY, new_size.x, new_size.y), shader, false);
}
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
#ifdef PCSX2_DEVBUILD
if (GSConfig.UseDebugDevice)
{
@@ -6799,7 +6780,6 @@ GSTextureCache::Source* GSTextureCache::CreateMergedSource(GIFRegTEX0 TEX0, GIFR
// Sort rect list by the texture, we want to batch as many as possible together.
g_gs_device->SortMultiStretchRects(copy_queue, copy_count);
g_gs_device->DrawMultiStretchRects(copy_queue, copy_count, dtex, ShaderConvert::COPY);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
if (lmtex)
g_gs_device->Recycle(lmtex);
@@ -7090,7 +7070,6 @@ GSTexture* GSTextureCache::LookupPaletteSource(u32 CBP, u32 CPSM, u32 CBW, GSVec
return nullptr;
g_gs_device->StretchRect(t->m_texture, GSVector4(0, 0, 1, 1), tex, GSVector4(GSVector4i::loadh(t->m_unscaled_size)), (t->m_type == RenderTarget) ? ShaderConvert::COPY : ShaderConvert::DEPTH_COPY, false);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
m_target_memory_usage = (m_target_memory_usage - t->m_texture->GetMemUsage()) + tex->GetMemUsage();
g_gs_device->Recycle(t->m_texture);
@@ -7238,7 +7217,6 @@ void GSTextureCache::Read(Target* t, const GSVector4i& r)
if (tmp)
{
g_gs_device->StretchRect(t->m_texture, src, tmp, GSVector4(drc), ps_shader, false);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
dltex->get()->CopyFromTexture(drc, tmp, drc, 0, true);
g_gs_device->Recycle(tmp);
}
@@ -7907,7 +7885,6 @@ void GSTextureCache::Target::Update(bool cannot_scale)
//GL_CACHE("TC: RT in RT Updating Z copy on draw %d z_offset %d", s_n, z_address_info.offset);
const GSVector4i dRect = GSVector4i(total_rect.x * m_scale, (z_address_info.offset + total_rect.y) * m_scale, (total_rect.z + (1.0f / m_scale)) * m_scale, (z_address_info.offset + total_rect.w + (1.0f / m_scale)) * m_scale);
g_gs_device->StretchRect(m_texture, GSVector4(total_rect.x / static_cast<float>(m_unscaled_size.x), total_rect.y / static_cast<float>(m_unscaled_size.y), (total_rect.z + (1.0f / m_scale)) / static_cast<float>(m_unscaled_size.x), (total_rect.w + (1.0f / m_scale)) / static_cast<float>(m_unscaled_size.y)), g_texture_cache->GetTemporaryZ(), GSVector4(dRect), ShaderConvert::DEPTH_COPY, false);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
}
}
}
@@ -8057,14 +8034,12 @@ bool GSTextureCache::Target::ResizeTexture(int new_unscaled_width, int new_unsca
{
// Can't do partial copies in DirectX for depth textures, and it's probably not ideal in other
// APIs either. So use a fullscreen quad setting depth instead.
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
g_gs_device->StretchRect(m_texture, tex, GSVector4(rc), ShaderConvert::DEPTH_COPY, true);
}
else
{
if (require_new_rect)
{
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
g_gs_device->StretchRect(m_texture, tex, GSVector4(rc), ShaderConvert::COPY, false);
}
else
+2 -3
View File
@@ -1587,6 +1587,7 @@ void GSDeviceMTL::DrawStretchRect(const GSVector4& sRect, const GSVector4& dRect
[m_current_render.encoder drawPrimitives:MTLPrimitiveTypeTriangleStrip
vertexStart:0
vertexCount:4];
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
g_perfmon.Put(GSPerfMon::DrawCalls, 1);
}
@@ -1597,6 +1598,7 @@ void GSDeviceMTL::RenderCopy(GSTexture* sTex, id<MTLRenderPipelineState> pipelin
MRESetPipeline(pipeline);
MRESetTexture(sTex, GSMTLTextureIndexNonHW);
[m_current_render.encoder drawPrimitives:MTLPrimitiveTypeTriangle vertexStart:0 vertexCount:3];
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
g_perfmon.Put(GSPerfMon::DrawCalls, 1);
}
@@ -2164,7 +2166,6 @@ void GSDeviceMTL::RenderHW(GSHWDrawConfig& config)
{
BeginRenderPass(@"ColorClip Resolve", config.rt, MTLLoadActionLoad, nullptr, MTLLoadActionDontCare);
RenderCopy(colclip_rt, m_colclip_resolve_pipeline, config.colclip_update_area);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
Recycle(colclip_rt);
@@ -2194,7 +2195,6 @@ void GSDeviceMTL::RenderHW(GSHWDrawConfig& config)
case GSTexture::State::Dirty:
BeginRenderPass(@"ColorClip Init", colclip_rt, MTLLoadActionDontCare, nullptr, MTLLoadActionDontCare);
RenderCopy(config.rt, m_colclip_init_pipeline, copy_rect);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
break;
case GSTexture::State::Cleared:
@@ -2306,7 +2306,6 @@ void GSDeviceMTL::RenderHW(GSHWDrawConfig& config)
{
BeginRenderPass(@"ColorClip Resolve", config.rt, MTLLoadActionLoad, nullptr, MTLLoadActionDontCare);
RenderCopy(colclip_rt, m_colclip_resolve_pipeline, config.colclip_update_area);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
Recycle(colclip_rt);
+10 -6
View File
@@ -1301,11 +1301,11 @@ std::string GSDeviceOGL::GenGlslHeader(const std::string_view entry, GLenum type
if (GLAD_GL_ARB_conservative_depth)
{
header += "#extension GL_ARB_conservative_depth : enable\n";
header += "#define HAS_CONSERVATIVE_DEPTH 1\n";
header += "#define PS_HAS_CONSERVATIVE_DEPTH 1\n";
}
else
{
header += "#define HAS_CONSERVATIVE_DEPTH 0\n";
header += "#define PS_HAS_CONSERVATIVE_DEPTH 0\n";
}
// Allow to puts several shader in 1 files
@@ -1423,10 +1423,11 @@ std::string GSDeviceOGL::GetPSSource(const PSSelector& sel)
// Copy a sub part of texture (same as below but force a conversion)
void GSDeviceOGL::BlitRect(GSTexture* sTex, const GSVector4i& r, const GSVector2i& dsize, bool at_origin, bool linear)
{
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
CommitClear(sTex, true);
GL_PUSH(fmt::format("CopyRectConv from {}", static_cast<GSTextureOGL*>(sTex)->GetID()).c_str());
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
// NOTE: This previously used glCopyTextureSubImage2D(), but this appears to leak memory in
// the loading screens of Evolution Snowboarding in Intel/NVIDIA drivers.
@@ -1657,6 +1658,8 @@ void GSDeviceOGL::FilteredDownsampleTexture(GSTexture* sTex, GSTexture* dTex, u3
void GSDeviceOGL::DrawStretchRect(const GSVector4& sRect, const GSVector4& dRect, const GSVector2i& ds)
{
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
// Original code from DX
const float left = dRect.x * 2 / ds.x - 1.0f;
const float right = dRect.z * 2 / ds.x - 1.0f;
@@ -1727,6 +1730,8 @@ void GSDeviceOGL::DrawMultiStretchRects(
void GSDeviceOGL::DoMultiStretchRects(const MultiStretchRect* rects, u32 num_rects, const GSVector2& ds)
{
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
const u32 vertex_reserve_size = num_rects * 4 * sizeof(GSVertexPT1);
const u32 index_reserve_size = num_rects * 6 * sizeof(u16);
auto vertex_map = m_vertex_stream_buffer->Map(sizeof(GSVertexPT1), vertex_reserve_size);
@@ -1922,6 +1927,8 @@ void GSDeviceOGL::DoShadeBoost(GSTexture* sTex, GSTexture* dTex, const float par
void GSDeviceOGL::SetupDATE(GSTexture* rt, GSTexture* ds, SetDATM datm, const GSVector4i& bbox)
{
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
GL_PUSH("DATE First Pass");
// sfex3 (after the capcom logo), vf4 (first menu fading in), ffxii shadows, rumble roses shadows, persona4 shadows
@@ -2458,7 +2465,6 @@ void GSDeviceOGL::RenderHW(GSHWDrawConfig& config)
const GSVector4 dRect(config.colclip_update_area);
const GSVector4 sRect = dRect / GSVector4(size.x, size.y).xyxy();
StretchRect(colclip_rt, sRect, config.rt, dRect, ShaderConvert::COLCLIP_RESOLVE, false);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
Recycle(colclip_rt);
g_gs_device->SetColorClipTexture(nullptr);
@@ -2493,7 +2499,6 @@ void GSDeviceOGL::RenderHW(GSHWDrawConfig& config)
const GSVector4 dRect = GSVector4((config.colclip_mode == GSHWDrawConfig::ColClipMode::ConvertOnly) ? GSVector4i::loadh(rtsize) : config.drawarea);
const GSVector4 sRect = dRect / GSVector4(rtsize.x, rtsize.y).xyxy();
StretchRect(config.rt, sRect, colclip_rt, dRect, ShaderConvert::COLCLIP_INIT, false);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
}
}
@@ -2762,7 +2767,6 @@ void GSDeviceOGL::RenderHW(GSHWDrawConfig& config)
const GSVector4 dRect(config.colclip_update_area);
const GSVector4 sRect = dRect / GSVector4(size.x, size.y).xyxy();
StretchRect(colclip_rt, sRect, config.rt, dRect, ShaderConvert::COLCLIP_RESOLVE, false);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
Recycle(colclip_rt);
g_gs_device->SetColorClipTexture(nullptr);
+8 -3
View File
@@ -2929,6 +2929,8 @@ void GSDeviceVK::DrawMultiStretchRects(
void GSDeviceVK::DoMultiStretchRects(
const MultiStretchRect* rects, u32 num_rects, GSTextureVK* dTex, ShaderConvert shader)
{
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
// Set up vertices first.
const u32 vertex_reserve_size = num_rects * 4 * sizeof(GSVertexPT1);
const u32 index_reserve_size = num_rects * 6 * sizeof(u16);
@@ -3082,6 +3084,8 @@ void GSDeviceVK::DoStretchRect(GSTextureVK* sTex, const GSVector4& sRect, GSText
void GSDeviceVK::DrawStretchRect(const GSVector4& sRect, const GSVector4& dRect, const GSVector2i& ds)
{
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
// ia
const float left = dRect.x * 2 / ds.x - 1.0f;
const float top = 1.0f - dRect.y * 2 / ds.y;
@@ -5468,6 +5472,8 @@ void GSDeviceVK::SetPSConstantBuffer(const GSHWDrawConfig::PSConstantBuffer& cb)
void GSDeviceVK::SetupDATE(GSTexture* rt, GSTexture* ds, SetDATM datm, const GSVector4i& bbox)
{
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
GL_PUSH("SetupDATE {%d,%d} %dx%d", bbox.left, bbox.top, bbox.width(), bbox.height());
const GSVector2i size(ds->GetSize());
@@ -5495,6 +5501,8 @@ void GSDeviceVK::SetupDATE(GSTexture* rt, GSTexture* ds, SetDATM datm, const GSV
GSTextureVK* GSDeviceVK::SetupPrimitiveTrackingDATE(GSHWDrawConfig& config)
{
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
// How this is done:
// - can't put a barrier for the image in the middle of the normal render pass, so that's out
// - so, instead of just filling the int texture with INT_MAX, we sample the RT and use -1 for failing values
@@ -5676,7 +5684,6 @@ void GSDeviceVK::RenderHW(GSHWDrawConfig& config)
SetPipeline(m_colclip_finish_pipelines[pipe.ds][pipe.IsRTFeedbackLoop()]);
SetUtilityTexture(colclip_rt, m_point_sampler);
DrawStretchRect(sRect, drawareaf, rtsize);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
Recycle(colclip_rt);
g_gs_device->SetColorClipTexture(nullptr);
@@ -5893,7 +5900,6 @@ void GSDeviceVK::RenderHW(GSHWDrawConfig& config)
const GSVector4 drawareaf = GSVector4((config.colclip_mode == GSHWDrawConfig::ColClipMode::ConvertOnly) ? GSVector4i::loadh(rtsize) : config.drawarea);
const GSVector4 sRect(drawareaf / GSVector4(rtsize).xyxy());
DrawStretchRect(sRect, drawareaf, rtsize);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
GL_POP();
OMSetRenderTargets(draw_rt, draw_ds, config.scissor, static_cast<FeedbackLoopFlag>(pipe.feedback_loop_flags));
@@ -5995,7 +6001,6 @@ void GSDeviceVK::RenderHW(GSHWDrawConfig& config)
SetPipeline(m_colclip_finish_pipelines[pipe.ds][pipe.IsRTFeedbackLoop()]);
SetUtilityTexture(colclip_rt, m_point_sampler);
DrawStretchRect(sRect, drawareaf, rtsize);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
Recycle(colclip_rt);
g_gs_device->SetColorClipTexture(nullptr);
-1
View File
@@ -380,7 +380,6 @@ static const char* s_gs_hw_fix_names[] = {
"trilinearFiltering",
"skipDrawStart",
"skipDrawEnd",
"halfBottomOverride",
"halfPixelOffset",
"roundSprite",
"nativeScaling",
-1
View File
@@ -65,7 +65,6 @@ namespace GameDatabaseSchema
TrilinearFiltering,
SkipDrawStart,
SkipDrawEnd,
HalfBottomOverride,
HalfPixelOffset,
RoundSprite,
NativeScaling,
+9 -9
View File
@@ -163,7 +163,7 @@ void V_Core::StartADMAWrite(u16* pMem, u32 sz)
if ((AutoDMACtrl & (Index + 1)) == 0)
{
ActiveTSA = 0x2000 + (Index << 10);
DMAICounter = size * 4;
DMAICounter = size * 48;
LastClock = psxRegs.cycle;
}
else if (size >= 256)
@@ -191,7 +191,7 @@ void V_Core::StartADMAWrite(u16* pMem, u32 sz)
if (SPU2::MsgToConsole())
SPU2::ConLog("ADMA%c Error Size of %x too small\n", GetDmaIndexChar(), size);
InputDataLeft = 0;
DMAICounter = size * 4;
DMAICounter = size * 48;
LastClock = psxRegs.cycle;
}
}
@@ -248,7 +248,7 @@ void V_Core::FinishDMAwrite()
DMA7LogWrite(DMAPtr, ReadSize << 1);
#endif
u32 buff1end = ActiveTSA + std::min(ReadSize, (u32)0x100 + std::abs(DMAICounter / 4));
u32 buff1end = ActiveTSA + std::min(ReadSize, (u32)0x100 + std::abs(DMAICounter / 48));
u32 buff2end = 0;
if (buff1end > 0x100000)
{
@@ -343,7 +343,7 @@ void V_Core::FinishDMAwrite()
DMAPtr += TDA - ActiveTSA;
ReadSize -= TDA - ActiveTSA;
DMAICounter = (DMAICounter - ReadSize) * 4;
DMAICounter = (DMAICounter - ReadSize) * 48;
CounterUpdate(DMAICounter);
@@ -354,7 +354,7 @@ void V_Core::FinishDMAwrite()
void V_Core::FinishDMAread()
{
u32 buff1end = ActiveTSA + std::min(ReadSize, (u32)0x100 + std::abs(DMAICounter / 4));
u32 buff1end = ActiveTSA + std::min(ReadSize, (u32)0x100 + std::abs(DMAICounter / 48));
u32 buff2end = 0;
if (buff1end > 0x100000)
@@ -426,9 +426,9 @@ void V_Core::FinishDMAread()
// DMA Reads are done AFTER the delay, so to get the timing right we need to scheule one last DMA to catch IRQ's
if (ReadSize)
DMAICounter = std::min(ReadSize, (u32)0x100) * 4;
DMAICounter = std::min(ReadSize, (u32)0x100) * 48;
else
DMAICounter = 4;
DMAICounter = 48;
CounterUpdate(DMAICounter);
@@ -446,7 +446,7 @@ void V_Core::DoDMAread(u16* pMem, u32 size)
ReadSize = size;
IsDMARead = true;
LastClock = psxRegs.cycle;
DMAICounter = std::min(ReadSize, (u32)0x100) * 4;
DMAICounter = (std::min(ReadSize, (u32)0x100) * 48);
Regs.STATX &= ~0x80;
Regs.STATX |= 0x400;
//Regs.ATTR |= 0x30;
@@ -470,7 +470,7 @@ void V_Core::DoDMAwrite(u16* pMem, u32 size)
{
Regs.STATX &= ~0x80;
//Regs.ATTR |= 0x30;
DMAICounter = 1 * 4;
DMAICounter = 1 * 48;
LastClock = psxRegs.cycle;
return;
}
+1 -1
View File
@@ -3,4 +3,4 @@
/// Version number for GS and other shaders. Increment whenever any of the contents of the
/// shaders change, to invalidate the cache.
static constexpr u32 SHADER_CACHE_VERSION = 81;
static constexpr u32 SHADER_CACHE_VERSION = 82;