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GPU: Blit framebuf depth on create too #15027

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merged 2 commits into from
Oct 19, 2021

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unknownbrackets
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See #7810. This is a potential cause of shadow flickering, and skipping could cause other issues. I think it makes sense to blit just like we do on switch.

-[Unknown]

Shouldn't change anything yet, just moving logic around.
Before we only did it for an existing target framebuffer, and never for a
fresh one.  But there's not really a good reason to skip that, and this
may improve effects that are cemented after a single frame.
@unknownbrackets unknownbrackets added this to the v1.13 milestone Oct 18, 2021
@hrydgard
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This seems good. However in #7810 it sounds like in that case, it papers over another bug with how we recognize depth buffers, possibly? Weird.

Still of course, this should go in, and will once the 12.3 release is out.

@unknownbrackets
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Well, you could say copying depth always papers over the bug where we don't share depth?

What I don't know is if this is the cause of the runtime flickering. But the depth it establishes on the prev framebuffer needs to be there for it to properly render the shadows on the temp framebuffer which uses the same z_address. This isn't papering over that to any greater extent than the normal depth blitting is.

-[Unknown]

@hrydgard hrydgard added the GE emulation Backend-independent GPU issues label Oct 18, 2021
@hrydgard hrydgard merged commit 09db22c into hrydgard:master Oct 19, 2021
@unknownbrackets unknownbrackets deleted the depth-blit branch October 19, 2021 14:09
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2 participants