per review remarls
moved the case to the else statement and added a log entry
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@ -489,10 +489,6 @@ typedef struct s_CxbxPSDef {
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void AdjustTextureModes(DecodedRegisterCombiner &RC)
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void AdjustTextureModes(DecodedRegisterCombiner &RC)
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{
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{
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if (RC.PSTextureModes[3] == PS_TEXTUREMODES_DOT_STR_3D) {
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RC.TexModeAdjust = true;
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}
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// if this flag is set, the texture mode for each texture stage is adjusted as follows:
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// if this flag is set, the texture mode for each texture stage is adjusted as follows:
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if (RC.TexModeAdjust) {
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if (RC.TexModeAdjust) {
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for (int i = 0; i < xbox::X_D3DTS_STAGECOUNT; i++) {
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for (int i = 0; i < xbox::X_D3DTS_STAGECOUNT; i++) {
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@ -560,6 +556,14 @@ typedef struct s_CxbxPSDef {
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EmuLog(LOG_LEVEL::WARNING, "PROJECT2D sampling is used with a cubemap texture - using CUBEMAP sampling instead");
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EmuLog(LOG_LEVEL::WARNING, "PROJECT2D sampling is used with a cubemap texture - using CUBEMAP sampling instead");
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RC.PSTextureModes[i] = PS_TEXTUREMODES_CUBEMAP;
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RC.PSTextureModes[i] = PS_TEXTUREMODES_CUBEMAP;
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}
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}
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// Test-case: MS-033 Crimson Skies (Plane texturing in-game and selection menu)
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// HACK: use the TexModeAdjust path to downgrade PS_TEXTUREMODES_DOT_STR_3D to PS_TEXTUREMODES_DOT_STR_CUBE for cube textures.
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if (ActiveTextureTypes[i] == xbox::X_D3DRTYPE_CUBETEXTURE && RC.PSTextureModes[i] == PS_TEXTUREMODES_DOT_STR_3D) {
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EmuLog(LOG_LEVEL::WARNING, "DOT_STR_3D sampling is used with a cubemap texture - using DOT_STR_CUBE sampling instead");
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RC.PSTextureModes[i] = PS_TEXTUREMODES_DOT_STR_CUBE;
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}
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}
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}
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}
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}
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}
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}
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