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Don't cache render target copies for shader blending, only cache copies for overlap #17452

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May 11, 2023
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4 changes: 2 additions & 2 deletions GPU/Common/FramebufferManagerCommon.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1240,7 +1240,7 @@ bool FramebufferManagerCommon::BindFramebufferAsColorTexture(int stage, VirtualF
// Self-texturing, need a copy currently (some backends can potentially support it though).
WARN_LOG_ONCE(selfTextureCopy, G3D, "Attempting to texture from current render target (src=%08x / target=%08x / flags=%d), making a copy", framebuffer->fb_address, currentRenderVfb_->fb_address, flags);
// TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size.
if (currentFramebufferCopy_) {
if (currentFramebufferCopy_ && (flags & BINDFBCOLOR_UNCACHED) == 0) {
// We have a copy already that hasn't been invalidated, let's keep using it.
draw_->BindFramebufferAsTexture(currentFramebufferCopy_, stage, Draw::FB_COLOR_BIT, layer);
return true;
Expand All @@ -1258,7 +1258,7 @@ bool FramebufferManagerCommon::BindFramebufferAsColorTexture(int stage, VirtualF

// Only cache the copy if it wasn't a partial copy.
// TODO: Improve on this.
if (!partial) {
if (!partial && (flags & BINDFBCOLOR_UNCACHED) == 0) {
currentFramebufferCopy_ = renderCopy;
}
gpuStats.numCopiesForSelfTex++;
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1 change: 1 addition & 0 deletions GPU/Common/FramebufferManagerCommon.h
Original file line number Diff line number Diff line change
Expand Up @@ -199,6 +199,7 @@ enum BindFramebufferColorFlags {
BINDFBCOLOR_APPLY_TEX_OFFSET = 4,
// Used when rendering to a temporary surface (e.g. not the current render target.)
BINDFBCOLOR_FORCE_SELF = 8,
BINDFBCOLOR_UNCACHED = 16,
};

enum DrawTextureFlags {
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2 changes: 1 addition & 1 deletion GPU/D3D11/StateMappingD3D11.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -158,7 +158,7 @@ void DrawEngineD3D11::ApplyDrawState(int prim) {
ApplyStencilReplaceAndLogicOpIgnoreBlend(blendState.replaceAlphaWithStencil, blendState);

if (fboTexBindState == FBO_TEX_COPY_BIND_TEX) {
framebufferManager_->BindFramebufferAsColorTexture(1, framebufferManager_->GetCurrentRenderVFB(), BINDFBCOLOR_MAY_COPY, 0);
framebufferManager_->BindFramebufferAsColorTexture(1, framebufferManager_->GetCurrentRenderVFB(), BINDFBCOLOR_MAY_COPY | BINDFBCOLOR_UNCACHED, 0);
// No sampler required, we do a plain Load in the pixel shader.
fboTexBound_ = true;
fboTexBindState = FBO_TEX_NONE;
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2 changes: 1 addition & 1 deletion GPU/Directx9/StateMappingDX9.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -138,7 +138,7 @@ void DrawEngineDX9::ApplyDrawState(int prim) {

if (fboTexBindState_ == FBO_TEX_COPY_BIND_TEX) {
// Note that this is positions, not UVs, that we need the copy from.
framebufferManager_->BindFramebufferAsColorTexture(1, framebufferManager_->GetCurrentRenderVFB(), BINDFBCOLOR_MAY_COPY, Draw::ALL_LAYERS);
framebufferManager_->BindFramebufferAsColorTexture(1, framebufferManager_->GetCurrentRenderVFB(), BINDFBCOLOR_MAY_COPY | BINDFBCOLOR_UNCACHED, Draw::ALL_LAYERS);
// If we are rendering at a higher resolution, linear is probably best for the dest color.
device_->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
device_->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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2 changes: 1 addition & 1 deletion GPU/GLES/StateMappingGLES.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -157,7 +157,7 @@ void DrawEngineGLES::ApplyDrawState(int prim) {
// fboTexNeedsBind_ won't be set if we can read directly from the target.
if (fboTexBindState == FBO_TEX_COPY_BIND_TEX) {
// Note that this is positions, not UVs, that we need the copy from.
framebufferManager_->BindFramebufferAsColorTexture(1, framebufferManager_->GetCurrentRenderVFB(), BINDFBCOLOR_MAY_COPY, 0);
framebufferManager_->BindFramebufferAsColorTexture(1, framebufferManager_->GetCurrentRenderVFB(), BINDFBCOLOR_MAY_COPY | BINDFBCOLOR_UNCACHED, 0);
// If we are rendering at a higher resolution, linear is probably best for the dest color.
renderManager->SetTextureSampler(1, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, GL_LINEAR, GL_LINEAR, 0.0f);
fboTexBound_ = true;
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2 changes: 1 addition & 1 deletion GPU/Vulkan/StateMappingVulkan.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -367,7 +367,7 @@ void DrawEngineVulkan::BindShaderBlendTex() {
if (!gstate.isModeClear()) {
if (fboTexBindState_ == FBO_TEX_COPY_BIND_TEX) {
VirtualFramebuffer *curRenderVfb = framebufferManager_->GetCurrentRenderVFB();
bool bindResult = framebufferManager_->BindFramebufferAsColorTexture(1, curRenderVfb, BINDFBCOLOR_MAY_COPY, Draw::ALL_LAYERS);
bool bindResult = framebufferManager_->BindFramebufferAsColorTexture(1, curRenderVfb, BINDFBCOLOR_MAY_COPY | BINDFBCOLOR_UNCACHED, Draw::ALL_LAYERS);
_dbg_assert_(bindResult);
boundSecondary_ = (VkImageView)draw_->GetNativeObject(Draw::NativeObject::BOUND_TEXTURE1_IMAGEVIEW);
boundSecondaryIsInputAttachment_ = false;
Expand Down