GS/HW: Improve texture hazard handling + fix CSBW typo#14455
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refractionpcsx2 wants to merge 9 commits into
Open
GS/HW: Improve texture hazard handling + fix CSBW typo#14455refractionpcsx2 wants to merge 9 commits into
refractionpcsx2 wants to merge 9 commits into
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Marking as draft, as multidraw needs the copy rect correcting to encompass the read and write, and there is a vulkan validation error which needs looking in to as for the format for the VK_IMAGE is incorrrect. |
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For the VK validation errors, they occur on master also so it's likely a pre-existing issue exposed by the PR. #14466 was opened to fix it. |
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I believe this is now ready (pending any further bugs) |
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tex == rt, tex == ds hazards are handled in RendererHW. Always enable test and sample depth for GL.
Handled in RendererHW.
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Description of Changes
Reduce hazard copies where they are not required and fix a typo in the SW renderer drop back.
Rationale behind Changes
Hazard checks were only checking if the texture and target were pointing to the same place, they didn't actually check if it was reading and writing from the same place, if they aren't then there's no need to create a hazard copy as the data won't change, this will cut down a bunch of copies (as seen below). Also fixed a typo in the rect calculation for readbacks in the Software renderer dropback (CSBW), whoops.
Suggested Testing Steps
Test the performance of any of the games listed vs master. Upscaling will show a larger difference.
Fixes #14296
Did you use AI to help find, test, or implement this issue or feature?
I used AI to extract the list from the dump run results that you can see below, I have no reason to believe this is incorrect (and is just for demonstrative purposes)
Highlight number of copies reduced on the following dumps: