Add heuristic, fixing video flicker in Naruto UNH 2 caused by copy to wrong target.
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@ -1900,10 +1900,19 @@ bool FramebufferManagerCommon::NotifyFramebufferCopy(u32 src, u32 dst, int size,
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if (!ignoreDstBuffer && vfb_address == dst && ((size == 0x44000 && vfb_size == 0x88000) || (size == 0x88000 && vfb_size == 0x44000))) {
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// Not likely to be a correct color format copy for this buffer. Ignore it, there will either be RAM
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// that can be displayed from, or another matching buffer with the right format if rendering is going on.
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// If we had scoring here, we should strongly penalize this target instead of ignoring it.
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WARN_LOG_N_TIMES(notify_copy_2x, 5, G3D, "Framebuffer size %08x conspicuously not matching copy size %08x in NotifyFramebufferCopy. Ignoring.", size, vfb_size);
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continue;
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}
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if ((u32)size > vfb_size + 0x1000 && vfb->fb_format != GE_FORMAT_8888 && vfb->last_frame_render < gpuStats.numFlips) {
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// Seems likely we are looking at a potential copy of 32-bit pixels (like video) to an old 16-bit buffer,
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// which is very likely simply the wrong target, so skip it. See issue #17740 where this happens in Naruto Ultimate Ninja Heroes 2.
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// If we had scoring here, we should strongly penalize this target instead of ignoring it.
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WARN_LOG_N_TIMES(notify_copy_2x, 5, G3D, "Framebuffer size %08x too small for %08x bytes of data and also 16-bit (%s), and not rendered to this frame. Ignoring.", vfb_size, size, GeBufferFormatToString(vfb->fb_format));
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continue;
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}
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if (!ignoreDstBuffer && dst >= vfb_address && (dst + size <= vfb_address + vfb_size || dst == vfb_address)) {
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const u32 offset = dst - vfb_address;
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const u32 yOffset = offset / vfb_byteStride;
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