mirror of https://github.com/PCSX2/pcsx2.git
GSDX: use a GPU side palette for high byte indexed format copies from framebuffers again (including all the buggy cases because of the revert). I think this is how it used to be but I've lost track a little.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5303 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -706,7 +706,7 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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GSTexture* st = src->m_texture ? src->m_texture : dst->m_texture;
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GSTexture* st = src->m_texture ? src->m_texture : dst->m_texture;
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GSTexture *dt = m_renderer->m_dev->CreateRenderTarget(w, h, false);
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GSTexture *dt = m_renderer->m_dev->CreateRenderTarget(w, h, false);
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if (m_paltex && psm.pal > 0)
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if (psm.pal > 0)
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src->m_palette = m_renderer->m_dev->CreateTexture(256, 1);
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src->m_palette = m_renderer->m_dev->CreateTexture(256, 1);
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if(!src->m_texture)
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if(!src->m_texture)
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