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Greg/gsdx sparse #2843
Please find some code to create/manage sparse render target&depth buffer.
GL backend is mostly done. Likely need to fix function that rely on texture size.
Dx will gracefully fallback to standard mode.
Nothing is done on renderer neither the texture cache to really use those sparse texture.
I tested SoTC, DC2, GT4 and Jak 3 didn't notice any issues there.
Burnout Revenge has the same issue and I think it's safe to say Burnout Dominator probably has a similar issue (don't own it).
I tested with sparse depth enabled. No luck there.
note: not noticing any high/abnormal gpu usage or anything.
For example, GS will render into a frame buffer emulated by a (2x upscaled) 1536x768 target on GPU but only 1280x512 is committed. Then GS will read it back as a 1024x512 texture. We want to create a sparse target of 2048x1024 (scaling factor * size of GS). Then copy only the 1280x512 data from old target to new source.
Game that need to be tested
Here the current hacking patch
referenced this pull request
Mar 11, 2019
The third TRI-ACE GAME for ps2 is Valkyrie Profile Silmeria (AKA Valkyrie Profile 2)