RegTest: Fix directory creation always failing

This commit is contained in:
Stenzek 2023-11-25 20:06:30 +10:00
parent ff17444074
commit dc75afeb3d
No known key found for this signature in database
2 changed files with 79 additions and 54 deletions

View file

@ -33,7 +33,10 @@ def run_regression_tests(runner, gamedir, destdir, dump_interval, frames, parall
paths = glob.glob(gamedir + "/*.*", recursive=True)
gamepaths = list(filter(is_game_path, paths))
if not os.path.isdir(destdir) and not os.mkdir(destdir):
try:
if not os.path.isdir(destdir):
os.mkdir(destdir)
except OSError:
print("Failed to create directory")
return False

View file

@ -2498,10 +2498,29 @@ void GPU_HW::DispatchRenderCommand()
if (m_draw_mode.IsTexturePageChanged())
{
m_draw_mode.ClearTexturePageChangedFlag();
#if 0
if (m_vram_dirty_rect.Valid())
{
GL_INS_FMT("VRAM DIRTY: {},{} => {},{}", m_vram_dirty_rect.left, m_vram_dirty_rect.top, m_vram_dirty_rect.right,
m_vram_dirty_rect.bottom);
auto tpr = m_draw_mode.mode_reg.GetTexturePageRectangle();
GL_INS_FMT("PAGE RECT: {},{} => {},{}", tpr.left, tpr.top, tpr.right, tpr.bottom);
if (m_draw_mode.mode_reg.IsUsingPalette())
{
tpr = m_draw_mode.GetTexturePaletteRectangle();
GL_INS_FMT("PALETTE RECT: {},{} => {},{}", tpr.left, tpr.top, tpr.right, tpr.bottom);
}
}
#endif
if (m_vram_dirty_rect.Valid() && (m_draw_mode.mode_reg.GetTexturePageRectangle().Intersects(m_vram_dirty_rect) ||
(m_draw_mode.mode_reg.IsUsingPalette() &&
m_draw_mode.GetTexturePaletteRectangle().Intersects(m_vram_dirty_rect))))
{
GL_INS("Invalidating VRAM read cache due to drawing area overlap");
// Log_DevPrint("Invalidating VRAM read cache due to drawing area overlap");
if (!IsFlushed())
FlushRender();
@ -2534,68 +2553,71 @@ void GPU_HW::DispatchRenderCommand()
EnsureVertexBufferSpaceForCurrentCommand();
// transparency mode change
if (transparency_mode != GPUTransparencyMode::Disabled &&
(texture_mode == GPUTextureMode::Disabled || !NeedsShaderBlending(transparency_mode)))
if (GetBatchVertexCount() == 0)
{
static constexpr float transparent_alpha[4][2] = {{0.5f, 0.5f}, {1.0f, 1.0f}, {1.0f, 1.0f}, {0.25f, 1.0f}};
const float src_alpha_factor = transparent_alpha[static_cast<u32>(transparency_mode)][0];
const float dst_alpha_factor = transparent_alpha[static_cast<u32>(transparency_mode)][1];
m_batch_ubo_dirty |= (m_batch_ubo_data.u_src_alpha_factor != src_alpha_factor ||
m_batch_ubo_data.u_dst_alpha_factor != dst_alpha_factor);
m_batch_ubo_data.u_src_alpha_factor = src_alpha_factor;
m_batch_ubo_data.u_dst_alpha_factor = dst_alpha_factor;
}
// transparency mode change
if (transparency_mode != GPUTransparencyMode::Disabled &&
(texture_mode == GPUTextureMode::Disabled || !NeedsShaderBlending(transparency_mode)))
{
static constexpr float transparent_alpha[4][2] = {{0.5f, 0.5f}, {1.0f, 1.0f}, {1.0f, 1.0f}, {0.25f, 1.0f}};
const float src_alpha_factor = transparent_alpha[static_cast<u32>(transparency_mode)][0];
const float dst_alpha_factor = transparent_alpha[static_cast<u32>(transparency_mode)][1];
m_batch_ubo_dirty |= (m_batch_ubo_data.u_src_alpha_factor != src_alpha_factor ||
m_batch_ubo_data.u_dst_alpha_factor != dst_alpha_factor);
m_batch_ubo_data.u_src_alpha_factor = src_alpha_factor;
m_batch_ubo_data.u_dst_alpha_factor = dst_alpha_factor;
}
const bool check_mask_before_draw = m_GPUSTAT.check_mask_before_draw;
const bool set_mask_while_drawing = m_GPUSTAT.set_mask_while_drawing;
if (m_batch.check_mask_before_draw != check_mask_before_draw ||
m_batch.set_mask_while_drawing != set_mask_while_drawing)
{
m_batch.check_mask_before_draw = check_mask_before_draw;
m_batch.set_mask_while_drawing = set_mask_while_drawing;
m_batch_ubo_dirty |= (m_batch_ubo_data.u_set_mask_while_drawing != BoolToUInt32(set_mask_while_drawing));
m_batch_ubo_data.u_set_mask_while_drawing = BoolToUInt32(set_mask_while_drawing);
}
const bool check_mask_before_draw = m_GPUSTAT.check_mask_before_draw;
const bool set_mask_while_drawing = m_GPUSTAT.set_mask_while_drawing;
if (m_batch.check_mask_before_draw != check_mask_before_draw ||
m_batch.set_mask_while_drawing != set_mask_while_drawing)
{
m_batch.check_mask_before_draw = check_mask_before_draw;
m_batch.set_mask_while_drawing = set_mask_while_drawing;
m_batch_ubo_dirty |= (m_batch_ubo_data.u_set_mask_while_drawing != BoolToUInt32(set_mask_while_drawing));
m_batch_ubo_data.u_set_mask_while_drawing = BoolToUInt32(set_mask_while_drawing);
}
m_batch.interlacing = IsInterlacedRenderingEnabled();
if (m_batch.interlacing)
{
const u32 displayed_field = GetActiveLineLSB();
m_batch_ubo_dirty |= (m_batch_ubo_data.u_interlaced_displayed_field != displayed_field);
m_batch_ubo_data.u_interlaced_displayed_field = displayed_field;
}
m_batch.interlacing = IsInterlacedRenderingEnabled();
if (m_batch.interlacing)
{
const u32 displayed_field = GetActiveLineLSB();
m_batch_ubo_dirty |= (m_batch_ubo_data.u_interlaced_displayed_field != displayed_field);
m_batch_ubo_data.u_interlaced_displayed_field = displayed_field;
}
// update state
m_batch.texture_mode = texture_mode;
m_batch.transparency_mode = transparency_mode;
m_batch.dithering = dithering_enable;
// update state
m_batch.texture_mode = texture_mode;
m_batch.transparency_mode = transparency_mode;
m_batch.dithering = dithering_enable;
if (m_draw_mode.IsTextureWindowChanged())
{
m_draw_mode.ClearTextureWindowChangedFlag();
if (m_draw_mode.IsTextureWindowChanged())
{
m_draw_mode.ClearTextureWindowChangedFlag();
m_batch_ubo_data.u_texture_window_and[0] = ZeroExtend32(m_draw_mode.texture_window.and_x);
m_batch_ubo_data.u_texture_window_and[1] = ZeroExtend32(m_draw_mode.texture_window.and_y);
m_batch_ubo_data.u_texture_window_or[0] = ZeroExtend32(m_draw_mode.texture_window.or_x);
m_batch_ubo_data.u_texture_window_or[1] = ZeroExtend32(m_draw_mode.texture_window.or_y);
m_batch_ubo_dirty = true;
}
m_batch_ubo_data.u_texture_window_and[0] = ZeroExtend32(m_draw_mode.texture_window.and_x);
m_batch_ubo_data.u_texture_window_and[1] = ZeroExtend32(m_draw_mode.texture_window.and_y);
m_batch_ubo_data.u_texture_window_or[0] = ZeroExtend32(m_draw_mode.texture_window.or_x);
m_batch_ubo_data.u_texture_window_or[1] = ZeroExtend32(m_draw_mode.texture_window.or_y);
m_batch_ubo_dirty = true;
}
if (m_drawing_area_changed)
{
m_drawing_area_changed = false;
SetScissor();
if (m_drawing_area_changed)
{
m_drawing_area_changed = false;
SetScissor();
if (m_pgxp_depth_buffer && m_last_depth_z < 1.0f)
ClearDepthBuffer();
if (m_pgxp_depth_buffer && m_last_depth_z < 1.0f)
ClearDepthBuffer();
if (m_sw_renderer)
{
GPUBackendSetDrawingAreaCommand* cmd = m_sw_renderer->NewSetDrawingAreaCommand();
cmd->new_area = m_drawing_area;
m_sw_renderer->PushCommand(cmd);
if (m_sw_renderer)
{
GPUBackendSetDrawingAreaCommand* cmd = m_sw_renderer->NewSetDrawingAreaCommand();
cmd->new_area = m_drawing_area;
m_sw_renderer->PushCommand(cmd);
}
}
}