GS/HW: Sync rt copy behaviour across renderers.#14355
Merged
lightningterror merged 3 commits intomasterfrom May 1, 2026
Merged
GS/HW: Sync rt copy behaviour across renderers.#14355lightningterror merged 3 commits intomasterfrom
lightningterror merged 3 commits intomasterfrom
Conversation
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Will it help 2x-upscaled Need for Speed: Underground, Underground 2, Most Wanted etc. on my RTX 4050 laptop? |
Contributor
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Could RenderHW and SendHW could be put in GSDevice and backend specific parts put in virtual functions (e.g. like the copy/barriers between feedback loops)? Maybe this is out of scope and would require a separate PR, but would help prevent divergence across renderers. |
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Contributor
Author
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I dunno some are similar like dx11 and gl between them, same for dx12 and vk, and the combined copy will further diverge from dx12/vk. |
Contributor
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Did a dump run on dx11 and smoke tested some dumps on dx11 and gl. Merging. |
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Description of Changes
GS/HW: Sync rt copy behaviour across renderers.
When multidraw fb copies and texture barriers are off make sure copies behave the same across all renderers.
Properly use one barrier param on dx11/gl, this will mirror texture barrier behaviour as it should, and gets rid of extra copies on dx11 when using alpha second pass.
When creating RT copies check if the barriers are from RT feedbacks because otherwise they might be from depth feedbacks and we don't need to copy the RT. This was observed on ZOE with accurate alpha test.
Rationale behind Changes
Bugfixes, optimizations.
Suggested Testing Steps
ZOE, and various dumps, test various games that use 2 pass alpha test, test all renderers with texture barriers enabled/disabled.
Did you use AI to help find, test, or implement this issue or feature?
No.