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Do not consider XFB copies for invalidating textures when loading a n…

…ew texture.

This fixes severe image flickering in some cutscenes of Twin Snakes. The game appears to sometimes load a previously made XFB copy as a texture before it is actually rendered to the screen, which we took as an invitation to invalidate the XFB copy.
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AdmiralCurtiss committed Sep 11, 2018
1 parent ce9e918 commit f2fa63783b3099ddb0d903cc50f8bddd409c6b7d
Showing with 8 additions and 1 deletion.
  1. +8 −1 Source/Core/VideoCommon/TextureCacheBase.cpp
@@ -811,6 +811,11 @@ TextureCacheBase::GetTexture(u32 address, u32 width, u32 height, const TextureFo
continue;
}
// TODO: Some games (Rogue Squadron 3, Twin Snakes) seem to load a previously made XFB
// copy as a regular texture. You can see this particularly well in RS3 whenever the
// game freezes the image and fades it out to black on screen transitions, which fades
// out a purple screen in XFB2Tex. Check for this here and convert them if necessary.
// Do not load strided EFB copies, they are not meant to be used directly.
// Also do not directly load EFB copies, which were partly overwritten.
if (entry->IsEfbCopy() && entry->native_width == nativeW && entry->native_height == nativeH &&
@@ -863,8 +868,10 @@ TextureCacheBase::GetTexture(u32 address, u32 width, u32 height, const TextureFo
// improves the performance a lot in some games that use paletted textures.
// Example: Sonic the Fighters (inside Sonic Gems Collection)
// Skip EFB copies here, so they can be used for partial texture updates
// Also skip XFB copies, we might need to still scan them out
// or load them as regular textures later.
if (entry->frameCount != FRAMECOUNT_INVALID && entry->frameCount < temp_frameCount &&
!entry->IsEfbCopy() && !(isPaletteTexture && entry->base_hash == base_hash))
!entry->IsCopy() && !(isPaletteTexture && entry->base_hash == base_hash))
{
temp_frameCount = entry->frameCount;
oldest_entry = iter;

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