From 0d3343d093faa31f4884c51cb2e88254dbefc51b Mon Sep 17 00:00:00 2001 From: mimimi085181 Date: Mon, 19 Jan 2015 00:10:27 +0100 Subject: [PATCH] Make efb to texture less broken for paletted textures that are efb copies Don't change the texID depending on the tlut_hash for paletted textures that are efb copies and don't have an entry in the cache for texID ^ tlut_hash. This makes those textures less broken when using efb to texture. This is not really fixing those textures, but it's a step forward. The mini map in Twilight Princess for example is in grayscales with this and is more or less usable. --- Source/Core/VideoCommon/TextureCacheBase.cpp | 9 +++++++++ 1 file changed, 9 insertions(+) diff --git a/Source/Core/VideoCommon/TextureCacheBase.cpp b/Source/Core/VideoCommon/TextureCacheBase.cpp index 38449ae5eb..b3ae7e125f 100644 --- a/Source/Core/VideoCommon/TextureCacheBase.cpp +++ b/Source/Core/VideoCommon/TextureCacheBase.cpp @@ -354,8 +354,17 @@ TextureCache::TCacheEntryBase* TextureCache::Load(const u32 stage) // we must make sure that a paletted texture gets assigned multiple IDs for each tlut used. // // TODO: Because texID isn't always the same as the address now, CopyRenderTargetToTexture might be broken now + u32 temp_texID = texID; texID ^= ((u32)tlut_hash) ^(u32)(tlut_hash >> 32); tex_hash ^= tlut_hash; + + // Don't change the texID depending on the tlut_hash for paletted textures that are efb copies and don't have + // an entry in the cache for texID ^ tlut_hash. This makes those textures less broken when using efb to texture. + // Examples are the mini map in Twilight Princess and objects on the targetting computer in Rogue Squadron 2(RS2). + // TODO: Convert those textures using the right palette, so they display correctly + auto iter = textures.find(temp_texID); + if (iter != textures.end() && iter->second->IsEfbCopy() && textures.find(texID) == textures.end()) + texID = temp_texID; } // GPUs don't like when the specified mipmap count would require more than one 1x1-sized LOD in the mipmap chain