[PR #3515] [MERGED] tiling: Pass correct tile split to shader #3532

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opened 2026-02-27 22:04:03 +03:00 by kerem · 0 comments
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📋 Pull Request Information

Original PR: https://github.com/shadps4-emu/shadPS4/pull/3515
Author: @raphaelthegreat
Created: 9/4/2025
Status: Merged
Merged: 9/4/2025
Merged by: @squidbus

Base: mainHead: tile2d-fix


📝 Commits (1)

  • 39aba38 tiling: Pass correct tile split to shader

📊 Changes

3 files changed (+23 additions, -12 deletions)

View changed files

📝 src/video_core/amdgpu/tiling.cpp (+14 -8)
📝 src/video_core/amdgpu/tiling.h (+4 -1)
📝 src/video_core/texture_cache/tile_manager.cpp (+5 -3)

📄 Description

The tile split value provided was not correct for non depth microtiled images, causing certain Display2DThin images to get detiled improperly. Fix this by extracting the proper tile split computation routine from the macro tile mode calculation function and use it for the input value in the shader. Verified this from addrlib too which sets this from the macro tile mode function and uses it during macro tile address computation


🔄 This issue represents a GitHub Pull Request. It cannot be merged through Gitea due to API limitations.

## 📋 Pull Request Information **Original PR:** https://github.com/shadps4-emu/shadPS4/pull/3515 **Author:** [@raphaelthegreat](https://github.com/raphaelthegreat) **Created:** 9/4/2025 **Status:** ✅ Merged **Merged:** 9/4/2025 **Merged by:** [@squidbus](https://github.com/squidbus) **Base:** `main` ← **Head:** `tile2d-fix` --- ### 📝 Commits (1) - [`39aba38`](https://github.com/shadps4-emu/shadPS4/commit/39aba38abce412e0fa0c20e0d02bbb8ad8c7d3b1) tiling: Pass correct tile split to shader ### 📊 Changes **3 files changed** (+23 additions, -12 deletions) <details> <summary>View changed files</summary> 📝 `src/video_core/amdgpu/tiling.cpp` (+14 -8) 📝 `src/video_core/amdgpu/tiling.h` (+4 -1) 📝 `src/video_core/texture_cache/tile_manager.cpp` (+5 -3) </details> ### 📄 Description The tile split value provided was not correct for non depth microtiled images, causing certain Display2DThin images to get detiled improperly. Fix this by extracting the proper tile split computation routine from the macro tile mode calculation function and use it for the input value in the shader. Verified this from addrlib too which [sets](https://github.com/GPUOpen-Drivers/pal/blob/2de164b431f8a27652e63513ae73338dc512e5bf/src/core/imported/addrlib/src/r800/ciaddrlib.cpp#L1857) this from the macro tile mode function and [uses](https://github.com/GPUOpen-Drivers/pal/blob/2de164b431f8a27652e63513ae73338dc512e5bf/src/core/imported/addrlib/src/r800/egbaddrlib.cpp#L1675) it during macro tile address computation --- <sub>🔄 This issue represents a GitHub Pull Request. It cannot be merged through Gitea due to API limitations.</sub>
kerem 2026-02-27 22:04:03 +03:00
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starred/shadPS4#3532
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