GS-HW: Improvements to tex in rt + invalidation#8289
GS-HW: Improvements to tex in rt + invalidation#8289refractionpcsx2 merged 15 commits intomasterfrom
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Good stuff @refractionpcsx2. This PR does clean up some of the texture garbage with Vulkan in TC:NYC as I mentioned here, however there is still some remaining. For example, when transitioning from indoors > outdoors, there is a rectangle of garbage visible in the lower-right corner of the load screen (prior to this PR it filled the entire screen). I was finally able to capture this using a multi-frame GS dump, here. There is also a small rectangle of garbage in the lower-right that still frequently displays while driving, but I'm yet unable to capture that one without generating a massive GS dump. Hopefully these two are linked and that won't be necessary. |
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Cool, True Crime wasn't really my focus, but it's nice that it helps :) I'm still kinda working on this, ironing out some bugs when using texture in rt with the page align stuff. should be done with it soon, hopefully. |
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Okay I think this PR is ready for review/testing :) |
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Can you post a gs dump? Tools > Single Frame GS Dump, which will be posted in PCSX2/snaps alongside screenshot. Then just double zip it like zst.zip probably works. |
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Dragon Quest VIII - Journey of the Cursed King_SLES-53974_20230302201912.gs.zip Here it is EDIT: I just checked. It doesn't show the glitch in gsdump, weird. |
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Does that work on master as well using the same setting? |
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cool! :) Is there any way you could do a multi frame GS Dump of that so I can do some testing? as I'm currently rewriting some of the functions on this PR to suck less, and it's good to have some test cases :) It should be holding down Ctrl+Shift+F8 by default, but you can change it in the hotkeys Thanks! |
I mean, yeah, i've got GSDumps of this happening, but the GSDump viewer appears to be based on GS/SWRenderer rather than GS/HWRenderer, which I guess makes sense for general graphical issues that would show up in SW (and thus, effect all renderers in theory), which makes it not show HW-only issues such as this. Poinie's Poin_SCPS-15013_20230225094038.gs.xz.gz (sorry for the file extension, it's just most Multi-frame GSDumps' of these are over 25mb compressed (even in Zstandard), which means no inline uploads) If I wanted to try and complain about the GSDump viewer, then maybe a new issue would be better for that (example: The "Confirm Disc Change" dialog does not make sense when viewing a GSDump) |
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Oh that's annoying, the dump doesn't show it (working fine on master without any additional settings over what's already in the GameDB) :( |
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This is a better gsdump because it clearly shows DQ8 torch glitch. Dragon Quest VIII - Journey of the Cursed King_SLES-53974_20230303225648.gs.zip |
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hmm the torch looks the same in hardware and software here :/ Can you run the GS dump yourself and check? |
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alright, that's a shame, but I'll check the intro out. thanks for checking! |
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@MetrosexualGarbodor sorry can you test a new build of this PR again on Xenosaga Ep3, I think I caught the problem you were having. If you turn all manual fixes off and let the auto fixes happen (I've put the tex in rt stuff on in the DB) and let me know if everything is good? Thanks :) |
Toastarrr
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The MGS2 "box" artifact seems to be gone, the slow motion effect works, and the blur doesn't create the junk frame. Excellent PR as far as MGS2 is concerned.
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Thanks @Toastarrr ! |
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nice! Thanks for testing! :) |
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For documentation's sake, I'll copy/paste what I said here:
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Description of Changes
Tries to use page aligned rect calculations when possible for Invalidation, which is a lot more frequent than I hoped, so that's good. Also extended it to TextureInRT since surface offsets seems to give garbage results in some cases and this works much better.
Also clear semi-dirty render targets when used for sources.
Rationale behind Changes
Surface offsets isn't really designed to translate an incoming rectangle to physical blocks, which are not in a linear order, so the positions it gives can be incorrect for the hardware renderer and our very linear rectangles.
Suggested Testing Steps
Test games, plus those listed below.
Fixes Ape Escape 3 pause screen regression (Invalidation misdetection)
Fixes Final Fantasy X transitions if you pause during them (invalidation misdetection)
Fixes Dog's Life Smell-o-vision causing corruption when leaving that mode (hopefully, I hate this game)
Fixes #8067 garbage in Urban Reign during fight scenes. (texture in rt dirty rects)
Fixes #7468 Monopoly corrupt/segmented screen (texture in dirty target)
Fixes Driving Emotion Type-S underlying issue with bad dirty rect
Fixes #2296 Trivial Pursuit (Texture in dirty target)
Fixes #2289 Hasbro Family Game night (Texture in dirty target, probably)
Fixes Primal glitchy textures (Texture in RT stuff, most likely)
Mostly fixes the LEGO Racers 2 sun bleed, not sure if it's just the game now or still a bug. (position in Z target on readback)
Fixes the Gundam Battle Assault 3 - Ft Gundam Seed lights in the background. (missing Z target on readback)
Fix regression on Takahashi Naoko no Marathon Shiyou yo! Setting width of 0, which later gets replaced, but it was being avoided (width 0 should always be replaced)Handled in another PR already mergedFixes Indiana Jones and the Emperors Tomb map (invalidation issues)
Fixes #3285 Metal Gear Solid 2's cutscene overlays (partial invalidation of different widths)
Fixes Zone of Enders 2nd Runner cutscene blur/post (partial invalidation of different widths)
Fixes #3668 Black screen on K-1 Grand Prix games (PCRTC output frame dirty) - Would recommend continuing to use the patch if you want upscaling.
Fixes #3155 Xenosaga Episode III crystaline surfaces and tex in rt compatibility.
Monopoly:

Master:
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Trivial Pursuit:

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Urban Reign:

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Hasbro Family Game Night:
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Indiana Jones and the Emperors Tomb:
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Gundan Battle Assault 3:
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