mirror of https://github.com/PCSX2/pcsx2.git
GSdx-OGL: Extend ICO workaround to PAL videomode
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@ -1312,8 +1312,10 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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if (m_game.title == CRC::ICO) {
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if (m_game.title == CRC::ICO) {
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GSVertex* v = &m_vertex.buff[0];
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GSVertex* v = &m_vertex.buff[0];
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const GSVideoMode mode = GetVideoMode();
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if (tex && m_vt.m_primclass == GS_SPRITE_CLASS && m_vertex.next == 2 && PRIM->ABE && // Blend texture
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if (tex && m_vt.m_primclass == GS_SPRITE_CLASS && m_vertex.next == 2 && PRIM->ABE && // Blend texture
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v[1].U == 8200 && v[1].V == 7176 && // at display resolution 512x448
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((v[1].U == 8200 && v[1].V == 7176 && mode == GSVideoMode::NTSC) || // at display resolution 512x448
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(v[1].U == 8200 && v[1].V == 8200 && mode == GSVideoMode::PAL)) && // at display resolution 512x512
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tex->m_TEX0.PSM == PSM_PSMT8H) { // i.e. read the alpha channel of a 32 bits texture
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tex->m_TEX0.PSM == PSM_PSMT8H) { // i.e. read the alpha channel of a 32 bits texture
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// Note potentially we can limit to TBP0:0x2800
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// Note potentially we can limit to TBP0:0x2800
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