GS: Fix bug in STQ rounding

This commit is contained in:
refractionpcsx2 2023-11-29 00:41:04 +00:00
parent 8d6c5ea406
commit 19431ef675
1 changed files with 2 additions and 2 deletions

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@ -1680,9 +1680,9 @@ void GSState::FlushPrim()
// Helps Manhunt (lights shining through objects).
// Can help with some alignment issues when upscaling too, and is for both Software and Hardware renderers.
// Sometimes hardware doesn't get affected, likely due to the difference in how GPU's handle textures (Persona minimap).
if (m_env.PRIM.TME && (GSUtil::GetPrimClass(PRIM->PRIM) == GS_PRIM_CLASS::GS_SPRITE_CLASS || m_vt.m_eq.z))
if (PRIM->TME && (GSUtil::GetPrimClass(PRIM->PRIM) == GS_PRIM_CLASS::GS_SPRITE_CLASS || m_vt.m_eq.z))
{
if (!m_env.PRIM.FST) // STQ's
if (!PRIM->FST) // STQ's
{
const bool is_sprite = GSUtil::GetPrimClass(PRIM->PRIM) == GS_PRIM_CLASS::GS_SPRITE_CLASS;
// ST's have the lowest 9 bits (or greater depending on exponent difference) rounding down (from hardware tests).