mirror of https://github.com/PCSX2/pcsx2.git
GS/HW: Make sure it's not a channel shuffle when the alpha of a target is used as source.
The alpha of a target used a source is meaningless to us, since it's not really an indexed texture.
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@ -2576,7 +2576,9 @@ void GSRendererHW::Draw()
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// We don't know the alpha range of direct sources when we first tried to optimize the alpha test.
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// Moving the texture lookup before the ATST optimization complicates things a lot, so instead,
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// recompute it, and everything derived from it again if it changes.
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if (src->m_valid_alpha_minmax)
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// No channel shuffle as the alpha of a target used a source is meaningless to us,
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// since it's not really an indexed texture.
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if (!IsPossibleChannelShuffle() && src->m_valid_alpha_minmax)
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{
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CalcAlphaMinMax(src->m_alpha_minmax.first, src->m_alpha_minmax.second);
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