Update fix based on new information
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@ -2958,8 +2958,9 @@ bool PSH_XBOX_SHADER::InsertTextureModeInstruction(XTL::X_D3DPIXELSHADERDEF *pPS
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if (m_PSVersion >= D3DPS_VERSION(1, 4))
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if (m_PSVersion >= D3DPS_VERSION(1, 4))
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{
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{
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// If the bump-map input texture is not a standard Xbox bump-map texture format, apply a bias
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// If the bump-map texture format is X_D3DFMT_X8L8V8U8 or X_D3DFMT_L6V5U5 we need to apply a bias
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// Fixes an issue where JSRF that uses unsigned texture as an input to texbem
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// This happens because these formats are an alias of unsigned texture formats.
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// Fixes an issue with the JSRF boost-dash effect
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// NOTE: This assumes that this shader will only ever be used for the input bumpmap texture
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// NOTE: This assumes that this shader will only ever be used for the input bumpmap texture
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// If this causes regressions in other titles, we'll need to be smarter about this
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// If this causes regressions in other titles, we'll need to be smarter about this
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// and include the texture formats in the shader hash, somehow.
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// and include the texture formats in the shader hash, somehow.
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@ -2967,7 +2968,7 @@ bool PSH_XBOX_SHADER::InsertTextureModeInstruction(XTL::X_D3DPIXELSHADERDEF *pPS
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extern XTL::X_D3DFORMAT GetXboxPixelContainerFormat(const XTL::X_D3DPixelContainer *pXboxPixelContainer);
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extern XTL::X_D3DFORMAT GetXboxPixelContainerFormat(const XTL::X_D3DPixelContainer *pXboxPixelContainer);
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auto format = GetXboxPixelContainerFormat(XTL::EmuD3DActiveTexture[0]);
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auto format = GetXboxPixelContainerFormat(XTL::EmuD3DActiveTexture[0]);
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bool bias = false;
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bool bias = false;
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if (format != XTL::X_D3DFMT_V8U8 && format != XTL::X_D3DFMT_V16U16) {
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if (format == XTL::X_D3DFMT_X8L8V8U8 || format == XTL::X_D3DFMT_L6V5U5) {
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bias = true;
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bias = true;
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}
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}
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