mirror of https://github.com/PCSX2/pcsx2.git
GS/HW: Remove shuffle misdetection hack
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@ -2714,29 +2714,6 @@ void GSRendererHW::Draw()
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(draw_sprite_tex || (m_vt.m_primclass == GS_TRIANGLE_CLASS && (m_index.tail % 6) == 0 && TrianglesAreQuads(true)));
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(draw_sprite_tex || (m_vt.m_primclass == GS_TRIANGLE_CLASS && (m_index.tail % 6) == 0 && TrianglesAreQuads(true)));
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};
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};
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// Okami mustn't call this code
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if (m_texture_shuffle && m_vertex.next < 3 && PRIM->FST && ((m_cached_ctx.FRAME.FBMSK & fm_mask) == 0))
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{
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// Avious dubious call to m_texture_shuffle on 16 bits games
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// The pattern is severals column of 8 pixels. A single sprite
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// smell fishy but a big sprite is wrong.
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// Shadow of Memories/Destiny shouldn't call this code.
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// Causes shadow flickering.
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m_texture_shuffle = ((v[1].U - v[0].U) < 256) ||
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// Tomb Raider Angel of Darkness relies on this behavior to produce a fog effect.
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// In this case, the address of the framebuffer and texture are the same.
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// The game will take RG => BA and then the BA => RG of next pixels.
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// However, only RG => BA needs to be emulated because RG isn't used.
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m_cached_ctx.FRAME.Block() == m_cached_ctx.TEX0.TBP0 ||
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// DMC3, Onimusha 3 rely on this behavior.
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// They do fullscreen rectangle with scissor, then shift by 8 pixels, not done with recursion.
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// So we check if it's a TS effect by checking the scissor.
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((m_context->SCISSOR.SCAX1 - m_context->SCISSOR.SCAX0) < 32);
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GL_INS("WARNING: Possible misdetection of effect, texture shuffle is %s", m_texture_shuffle ? "Enabled" : "Disabled");
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}
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if (m_texture_shuffle && IsSplitTextureShuffle(rt))
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if (m_texture_shuffle && IsSplitTextureShuffle(rt))
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{
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{
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// If TEX0 == FBP, we're going to have a source left in the TC.
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// If TEX0 == FBP, we're going to have a source left in the TC.
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