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rsx: Fix a few texture data leaks #7314
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The crowds are fine, the bug is that rpcs3 is behaving as if CPU blit is enabled. The crowds look like trash because you don't have WCB enabled. CPU blit is also why performance is so bad; I'm investigating why this is happening. |
Ok, this game is just poorly written, rpcs3 is actually correct in this case. Game is sampling a partial texture with overdeclared height which means we need to load from CPU to get the missing bits. I'll try and make the code more lenient but this just opens us up to more bugs in other games which do not like this kind of hack. |
Added a temporary workaround for broken games which hides this issue for now. |
- Raise passing 'score' from 50% to 90% to filter out very incomplete merge operations. - Catch unfit sections passing the match test; possible for blit_dst data but will likely be always harmless. Disabled in release builds by default.
- Attempt to identify blit operations that will be flushed immediately after and just do them on CPU instead if the transformation is trivial. - If only a single blit section is contributing to an atlas merge op, the threshold should be 100%. The only acceptable result here is a truncation.
…extures to avoid needless barriers
- There still does not exist a ranged flush implementation which is required. - TODO: Implement this properly
- Avoids WCB requirement for now to keep res scaling working correctly. - TODO: Fix this properly
I believe RayStorm HD having the same problem. But im not gonna create a new thread because that game is very much playable (>60fps), even though you need to turn on the CPU blitz. 🙏🏻 |
Fixes #6822