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[TEST ONLY]GS/DX11: Implement shader 1 to 1 blit/copies for feedback loops.#14134

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[TEST ONLY]GS/DX11: Implement shader 1 to 1 blit/copies for feedback loops.#14134
lightningterror wants to merge 1 commit intomasterfrom
gs_shader_copy_rect

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@lightningterror
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@lightningterror lightningterror commented Mar 12, 2026

Description of Changes

TEST FOR NOW, DO NOT MERGE!

GS/DX11: Implement shader copies for feedback loops.
If a texture size is smaller than 512x512 then prefer shader copies, otherwise gpu copies.

This still needs to be investigated as my amd rdna2 igpu is still faster with gpu copies always, meanwhile nvidia shows a massive increase on some games.

Rationale behind Changes

Optimization, speed.

Suggested Testing Steps

Test games that are heavy on sw blending, max blending preferred.

Did you use AI to help find, test, or implement this issue or feature?

Yes, Gemini for the vertex shader info.

@Heit0fff
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Heit0fff commented Mar 12, 2026

The PR was strangely slower than master on max blend? This is on 1050 TI btw.

Edit: nvm.
DX11:
removed

DX12:
edit: removed

Dump:
Jak 3_SCUS-97330_20260312200559.gs.zip

@lightningterror
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The changes affect only dx11 so no need to test dx12.

@Heit0fff
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Heit0fff commented Mar 12, 2026

@lightningterror I've tested other prs that don't make changes to the GS, and they run just as slow as this pr. For some reason, the github builds run slower than master on my pc. Idk if it's the differences in directories or whatever, but forget my earlier comment.

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