mirror of https://github.com/PCSX2/pcsx2.git
gsdx: better detection of texture shuffle
Some effects were missed on Wallace & Gromit
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@ -401,11 +401,15 @@ void GSRendererHW::Draw()
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m_mem.m_clut.Read32(context->TEX0, env.TEXA);
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}
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bool not_really_16_bits;
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if (rt) {
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rt->m_32_bits_fmt |= tex->m_32_bits_fmt;
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not_really_16_bits = rt->m_32_bits_fmt;
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} else {
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not_really_16_bits = tex->m_32_bits_fmt;
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}
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// Both input and output are 16 bits but texture was initially 32 bits!
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m_texture_shuffle = ((context->FRAME.PSM & 0x2) && ((context->TEX0.PSM & 3) == 2) && (m_vt.m_primclass == GS_SPRITE_CLASS) && tex->m_32_bits_fmt);
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// Both input and output are 16 bits but either texture or RT was initially 32 bits!
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m_texture_shuffle = (context->FRAME.PSM & 0x2) && ((context->TEX0.PSM & 3) == 2) && (m_vt.m_primclass == GS_SPRITE_CLASS) && not_really_16_bits;
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ASSERT(!m_texture_shuffle || (context->CLAMP.WMS < 3 && context->CLAMP.WMT < 3));
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}
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