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rsx: More tuning for depth/color buffer selection
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51891039dd
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@ -185,20 +185,20 @@ void GLGSRender::init_buffers(rsx::framebuffer_creation_context context, bool sk
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const auto surface_format = rsx::method_registers.surface_color();
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const auto depth_format = rsx::method_registers.surface_depth_fmt();
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//TODO: Verify that buffers <= 16 pixels in X (pitch=64) cannot have a depth buffer
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const auto required_z_pitch = 64;//depth_fmt == rsx::surface_depth_format::z16 ? clip_width * 2 : clip_width * 4;
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const auto required_z_pitch = depth_format == rsx::surface_depth_format::z16 ? clip_horizontal * 2 : clip_horizontal * 4;
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const auto required_color_pitch = std::max<u32>(rsx::utility::get_packed_pitch(surface_format, clip_horizontal), 64u);
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if (depth_address)
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{
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if (zeta_pitch < required_z_pitch)
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//TODO: Verify that buffers <= 16 pixels in X (pitch=64) cannot have a depth buffer
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if (zeta_pitch < required_z_pitch || zeta_pitch <= 64)
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{
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depth_address = 0;
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}
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else if (!rsx::method_registers.depth_test_enabled())
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{
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//Disable depth buffer if depth testing is not enabled, unless a clear command is targeting the depth buffer
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const bool is_depth_clear = rsx::method_registers.depth_write_enabled() && !!(context & rsx::framebuffer_creation_context::context_clear_depth);
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const bool is_depth_clear = !!(context & rsx::framebuffer_creation_context::context_clear_depth);
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if (!is_depth_clear)
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{
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depth_address = 0;
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@ -229,8 +229,7 @@ void GLGSRender::init_buffers(rsx::framebuffer_creation_context context, bool sk
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//TODO: If context is creation_draw, deal with possibility of a lost buffer clear
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if (context == rsx::framebuffer_creation_context::context_clear_depth ||
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rsx::method_registers.depth_test_enabled() ||
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(!rsx::method_registers.color_write_enabled() && rsx::method_registers.depth_write_enabled()) ||
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!!(rsx::method_registers.shader_control() & CELL_GCM_SHADER_CONTROL_DEPTH_EXPORT))
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(!rsx::method_registers.color_write_enabled() && rsx::method_registers.depth_write_enabled()))
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{
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// Use address for depth data
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surface_addresses[index] = 0;
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@ -2423,20 +2423,20 @@ void VKGSRender::prepare_rtts(rsx::framebuffer_creation_context context)
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const auto color_fmt = rsx::method_registers.surface_color();
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const auto depth_fmt = rsx::method_registers.surface_depth_fmt();
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//TODO: Verify that buffers <= 16 pixels in X (pitch=64) cannot have a depth buffer
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const auto required_z_pitch = 64;//depth_fmt == rsx::surface_depth_format::z16 ? clip_width * 2 : clip_width * 4;
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const auto required_z_pitch = depth_fmt == rsx::surface_depth_format::z16 ? clip_width * 2 : clip_width * 4;
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const auto required_color_pitch = std::max<u32>(rsx::utility::get_packed_pitch(color_fmt, clip_width), 64u);
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if (zeta_address)
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{
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if (zeta_pitch < required_z_pitch)
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//TODO: Verify that buffers <= 16 pixels in X (pitch=64) cannot have a depth buffer
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if (zeta_pitch < required_z_pitch || zeta_pitch <= 64)
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{
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zeta_address = 0;
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}
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else if (!rsx::method_registers.depth_test_enabled())
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{
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//Disable depth buffer if depth testing is not enabled, unless a clear command is targeting the depth buffer
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const bool is_depth_clear = rsx::method_registers.depth_write_enabled() && !!(context & rsx::framebuffer_creation_context::context_clear_depth);
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const bool is_depth_clear = !!(context & rsx::framebuffer_creation_context::context_clear_depth);
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if (!is_depth_clear)
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{
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zeta_address = 0;
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@ -2465,8 +2465,7 @@ void VKGSRender::prepare_rtts(rsx::framebuffer_creation_context context)
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LOG_TRACE(RSX, "Framebuffer at 0x%X has aliasing color/depth targets, zeta_pitch = %d, color_pitch=%d", zeta_address, zeta_pitch, surface_pitchs[index]);
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if (context == rsx::framebuffer_creation_context::context_clear_depth ||
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rsx::method_registers.depth_test_enabled() ||
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(!rsx::method_registers.color_write_enabled() && rsx::method_registers.depth_write_enabled()) ||
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!!(rsx::method_registers.shader_control() & CELL_GCM_SHADER_CONTROL_DEPTH_EXPORT))
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(!rsx::method_registers.color_write_enabled() && rsx::method_registers.depth_write_enabled()))
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{
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// Use address for depth data
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// TODO: create a temporary render buffer for this to keep MRT outputs aligned
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