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GS/HW: Remove targets when invalidate area covers valid area

Open stenzek opened this issue 1 year ago • 1 comments

Description of Changes

Check if this write/draw covers the entire target, and erase it early if so. No point keeping targets which are fully dirtied around.

Rationale behind Changes

Making the target list a bit smaller.

Suggested Testing Steps

Check games sensitive to invalidation which also use tex-in-rt. I haven't done a runner pass yet.

stenzek avatar Feb 20 '23 14:02 stenzek

Hold merge for now, it causes a regression in Jak games. Sky procedural draw gets confused for a sprite draw, which ends up killing the target, and it doesn't get preloaded with the first mistaken draw when the second happens on-GPU.

stenzek avatar Feb 21 '23 12:02 stenzek

Seems fine now, the translated case was already doing this, it was only for surface offsets.

stenzek avatar May 12 '23 12:05 stenzek