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.
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@ -354,8 +354,17 @@ TextureCache::TCacheEntryBase* TextureCache::Load(const u32 stage)
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// we must make sure that a paletted texture gets assigned multiple IDs for each tlut used.
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// we must make sure that a paletted texture gets assigned multiple IDs for each tlut used.
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//
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//
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// TODO: Because texID isn't always the same as the address now, CopyRenderTargetToTexture might be broken now
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// TODO: Because texID isn't always the same as the address now, CopyRenderTargetToTexture might be broken now
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u32 temp_texID = texID;
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texID ^= ((u32)tlut_hash) ^(u32)(tlut_hash >> 32);
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texID ^= ((u32)tlut_hash) ^(u32)(tlut_hash >> 32);
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tex_hash ^= tlut_hash;
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tex_hash ^= tlut_hash;
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// Don't change the texID depending on the tlut_hash for paletted textures that are efb copies and don't have
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// an entry in the cache for texID ^ tlut_hash. This makes those textures less broken when using efb to texture.
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// Examples are the mini map in Twilight Princess and objects on the targetting computer in Rogue Squadron 2(RS2).
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// TODO: Convert those textures using the right palette, so they display correctly
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auto iter = textures.find(temp_texID);
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if (iter != textures.end() && iter->second->IsEfbCopy() && textures.find(texID) == textures.end())
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texID = temp_texID;
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}
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}
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// GPUs don't like when the specified mipmap count would require more than one 1x1-sized LOD in the mipmap chain
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// GPUs don't like when the specified mipmap count would require more than one 1x1-sized LOD in the mipmap chain
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