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Address feedback
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hrydgard committed Aug 10, 2020
1 parent 8635577 commit 0aa2ceb
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Showing 4 changed files with 55 additions and 23 deletions.
11 changes: 10 additions & 1 deletion GPU/Common/DepalettizeShaderCommon.cpp
Expand Up @@ -21,6 +21,7 @@

#include "GPU/Common/ShaderId.h"
#include "GPU/Common/ShaderCommon.h"
#include "Common/StringUtils.h"
#include "Common/Log.h"
#include "Core/Reporting.h"
#include "GPU/GPUState.h"
Expand Down Expand Up @@ -242,8 +243,16 @@ void GenerateDepalShaderFloat(char *buffer, GEBufferFormat pixelFormat, ShaderLa
}
break;
case GE_FORMAT_DEPTH16:
sprintf(lookupMethod, "index.r * (1.0 / 256.0)");
{
// TODO: I think we can handle most scenarios here, but texturing from depth buffers requires an extension on ES 2.0 anyway.
if ((mask & (mask + 1)) == 0 && shift < 16) {
index_multiplier = 1.0f / (float)(1 << shift);
truncate_cpy(lookupMethod, "index.r");
} else {
formatOK = false;
}
break;
}
default:
break;
}
Expand Down
6 changes: 3 additions & 3 deletions GPU/Common/FramebufferManagerCommon.cpp
Expand Up @@ -1170,9 +1170,9 @@ bool FramebufferManagerCommon::NotifyFramebufferCopy(u32 src, u32 dst, int size,

if (dstBuffer && srcBuffer && !isMemset) {
if (srcBuffer == dstBuffer) {
WARN_LOG_REPORT_ONCE(dstsrccpy, G3D, "Intra-buffer memcpy (not supported) %08x -> %08x (size: %x)", src, dst, size);
WARN_LOG_ONCE(dstsrccpy, G3D, "Intra-buffer memcpy (not supported) %08x -> %08x (size: %x)", src, dst, size);
} else {
WARN_LOG_REPORT_ONCE(dstnotsrccpy, G3D, "Inter-buffer memcpy %08x -> %08x (size: %x)", src, dst, size);
WARN_LOG_ONCE(dstnotsrccpy, G3D, "Inter-buffer memcpy %08x -> %08x (size: %x)", src, dst, size);
// Just do the blit!
BlitFramebuffer(dstBuffer, 0, dstY, srcBuffer, 0, srcY, srcBuffer->width, srcH, 0);
SetColorUpdated(dstBuffer, skipDrawReason);
Expand All @@ -1195,7 +1195,7 @@ bool FramebufferManagerCommon::NotifyFramebufferCopy(u32 src, u32 dst, int size,
WARN_LOG_ONCE(btdcpy, G3D, "Memcpy fbo download %08x -> %08x", src, dst);
FlushBeforeCopy();
if (srcH == 0 || srcY + srcH > srcBuffer->bufferHeight) {
WARN_LOG_REPORT_ONCE(btdcpyheight, G3D, "Memcpy fbo download %08x -> %08x skipped, %d+%d is taller than %d", src, dst, srcY, srcH, srcBuffer->bufferHeight);
WARN_LOG_ONCE(btdcpyheight, G3D, "Memcpy fbo download %08x -> %08x skipped, %d+%d is taller than %d", src, dst, srcY, srcH, srcBuffer->bufferHeight);
} else if (g_Config.bBlockTransferGPU && !srcBuffer->memoryUpdated && !PSP_CoreParameter().compat.flags().DisableReadbacks) {
ReadFramebufferToMemory(srcBuffer, 0, srcY, srcBuffer->width, srcH);
srcBuffer->usageFlags = (srcBuffer->usageFlags | FB_USAGE_DOWNLOAD) & ~FB_USAGE_DOWNLOAD_CLEAR;
Expand Down
7 changes: 4 additions & 3 deletions GPU/Common/TextureCacheCommon.cpp
Expand Up @@ -764,7 +764,7 @@ bool TextureCacheCommon::AttachFramebuffer(TexCacheEntry *entry, u32 address, Vi

const u32 mirrorMask = 0x00600000;
u32 addr = address & 0x3FFFFFFF;
u32 texaddr = (entry->addr + texaddrOffset) & ~mirrorMask;
u32 texaddr = entry->addr + texaddrOffset;
if (entry->addr & 0x04000000) {
addr &= ~mirrorMask;
texaddr &= ~mirrorMask;
Expand Down Expand Up @@ -800,8 +800,9 @@ bool TextureCacheCommon::AttachFramebuffer(TexCacheEntry *entry, u32 address, Vi

// Check works for D16 too (???)
const bool matchingClutFormat =
(framebuffer->format == GE_FORMAT_8888 && entry->format == GE_TFMT_CLUT32) ||
(framebuffer->format != GE_FORMAT_8888 && entry->format == GE_TFMT_CLUT16);
(channel != NOTIFY_FB_COLOR && entry->format == GE_TFMT_CLUT16) ||
(channel == NOTIFY_FB_COLOR && framebuffer->format == GE_FORMAT_8888 && entry->format == GE_TFMT_CLUT32) ||
(channel == NOTIFY_FB_COLOR && framebuffer->format != GE_FORMAT_8888 && entry->format == GE_TFMT_CLUT16);

const bool clutFormat = IsClutFormat((GETextureFormat)(entry->format));

Expand Down
54 changes: 38 additions & 16 deletions ext/native/thin3d/VulkanQueueRunner.cpp
Expand Up @@ -1047,22 +1047,44 @@ void VulkanQueueRunner::PerformRenderPass(const VKRStep &step, VkCommandBuffer c
return;
}

// Write-after-write hazards. Fixed flicker in God of War on ARM (before we added another fix).
// TODO: depth too
if (step.render.framebuffer && step.render.framebuffer->color.layout == VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL) {
VkImageMemoryBarrier barrier{};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
barrier.newLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
barrier.subresourceRange.layerCount = 1;
barrier.subresourceRange.levelCount = 1;
barrier.image = step.render.framebuffer->color.image;
barrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
barrier.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_COLOR_ATTACHMENT_READ_BIT;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier);
// Write-after-write hazards. Fixed flicker in God of War on ARM (before we added another fix that removed these).
if (step.render.framebuffer) {
int n = 0;
int stage = 0;
VkImageMemoryBarrier barriers[2]{};
if (step.render.framebuffer->color.layout == VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL) {
barriers[n].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barriers[n].oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
barriers[n].newLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
barriers[n].subresourceRange.layerCount = 1;
barriers[n].subresourceRange.levelCount = 1;
barriers[n].image = step.render.framebuffer->color.image;
barriers[n].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
barriers[n].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_COLOR_ATTACHMENT_READ_BIT;
barriers[n].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barriers[n].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barriers[n].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
stage |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
n++;
}
if (step.render.framebuffer->depth.layout == VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL) {
barriers[n].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barriers[n].oldLayout = VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL;
barriers[n].newLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
barriers[n].subresourceRange.layerCount = 1;
barriers[n].subresourceRange.levelCount = 1;
barriers[n].image = step.render.framebuffer->depth.image;
barriers[n].srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
barriers[n].dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT;
barriers[n].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barriers[n].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barriers[n].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
stage |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
n++;
}
if (stage) {
vkCmdPipelineBarrier(cmd, stage, stage, 0, 0, nullptr, 0, nullptr, n, barriers);
}
}

// This is supposed to bind a vulkan render pass to the command buffer.
Expand Down

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