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GS/HW: Add "Merge Targets" texture-in-RT mode #8271
GS/HW: Add "Merge Targets" texture-in-RT mode #8271
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oldest bug issue being fixed :) |
Hey, these shadow errors look like what's happening in Poinie's Poin with it's motion blurs with Render Textures enabled. (Was required for a fix for a regression introduced in v1.7.4111 [#8245]) Would this happen to improve that field? |
No, unless it was offsetting BPs backwards, or using different pitches (but that part isn't enabled yet). |
Just tested this, and your assumption was correct. Still looks like it has a strange dark scanline filter with Merge Targets enabled.
Regression? HW Renderer bug? I'm lost on this one: Texture corruption just after entering Nasty Sewerage |
Destroy All Humans! 2 is affected. 馃憤 A small issue remains - shadows in the right-most 64 pixels (native) get stretched (clamped?) to the right edge. GS dump: Destroy All Humans 2 - Make War not Love_SLES-54384_Shadows.gs.gz |
Yeah, I'm aware of the right-side-stretching thing, it affects DAH1 too. |
... instead of just the first page it falls within.
Can take several targets from the cache, and create a combined/merged source from them. Fixes shadow maps in Destroy All Humans.
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Right side issues should be fixed now. Also auto enabled the fix for DAH2 in the gamedb. |
Description of Changes
This mode can construct a source from one or more targets currently on the GPU, taking into consideration differing page pitches.
Fixes shadows in Destroy All Humans. Can also be used for Guitar Hero, although that has a bunch of other clear/invalidation issues in play too.
Before:
After:
My rambling about DAH:
Rationale behind Changes
Closes #55.
Closes #785.
Suggested Testing Steps
Test DAH, I'm not sure if the second game is affected though.
Make sure nothing else is broke.
See if anything else can use this fix? (except Guitar Hero).