-
-
Notifications
You must be signed in to change notification settings - Fork 1.1k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
texture_cache: Implement subresource specific uploads #1451
base: main
Are you sure you want to change the base?
Conversation
47e9977
to
e2c2a92
Compare
e2c2a92
to
dc5b856
Compare
There is a complement change to this PR in the works that should fix the RDR issue, as this PR exposes the preexisting problem. For BB not sure, we will see |
Any updates on this PR? |
For anyone interested, I've made a sloppy copy-paste+rename rebase of this PR for snapshot 81e7e4b: shadPS4-PR1451.patch.zip |
@v-fox thanks for the patch, finally manged to try this PR, helps with some of texture corruption issues in GoW3 |
Why did this PR become so inactive? |
It is a common pattern for games to clear specific subresources of an image (either a mipmap or a layer). Bloodborne renders to an texture cube by individually clearing the faces with compute dispatches and rendering to them. Red Dead Redemption clears the first mipmap of images that have many. Without this handling subsequent usages of said image can either clear subresources that were rendered or trash the image with cpu data if a gpu buffer doesn't happen to cover the entire image size.
Before merging, support for images with more than 64 subresources needs to be added (will trigger an assert for now).