diff --git a/Source/Core/VideoCommon/TextureCacheBase.cpp b/Source/Core/VideoCommon/TextureCacheBase.cpp index 3e61ea11f3..ea830c24fc 100644 --- a/Source/Core/VideoCommon/TextureCacheBase.cpp +++ b/Source/Core/VideoCommon/TextureCacheBase.cpp @@ -323,7 +323,6 @@ TextureCache::TCacheEntryBase* TextureCache::Load(const u32 stage) u32 texID = address; // Hash assigned to texcache entry (also used to generate filenames used for texture dumping and custom texture lookup) u64 tex_hash = TEXHASH_INVALID; - u64 tlut_hash = TEXHASH_INVALID; u32 full_format = texformat; @@ -345,7 +344,10 @@ TextureCache::TCacheEntryBase* TextureCache::Load(const u32 stage) if (isPaletteTexture) { palette_size = TexDecoder_GetPaletteSize(texformat); - tlut_hash = GetHash64(&texMem[tlutaddr], palette_size, g_ActiveConfig.iSafeTextureCache_ColorSamples); + u64 tlut_hash = GetHash64(&texMem[tlutaddr], palette_size, g_ActiveConfig.iSafeTextureCache_ColorSamples); + + // Mix the tlut hash into the texture hash. So we only have to compare it one. + tex_hash ^= tlut_hash; // NOTE: For non-paletted textures, texID is equal to the texture address. // A paletted texture, however, may have multiple texIDs assigned though depending on the currently used tlut. @@ -355,18 +357,13 @@ TextureCache::TCacheEntryBase* TextureCache::Load(const u32 stage) // visible or invisible. Thus, unless we want to recreate the textures for every drawn character, // 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). + // EFB copys however didn't know anything about the tlut, so don't change the texID if there + // already is an efb copy at this source. 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; + auto iter = textures.find(texID); + if (iter == textures.end() || !iter->second->IsEfbCopy()) + texID ^= ((u32)tlut_hash) ^(u32)(tlut_hash >> 32); } // GPUs don't like when the specified mipmap count would require more than one 1x1-sized LOD in the mipmap chain