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
This commit is contained in:
sudonim1@gmail.com 2012-06-17 18:26:42 +00:00
parent c9194b185a
commit 323ac81a7d
1 changed files with 1 additions and 1 deletions

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@ -706,7 +706,7 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
GSTexture* st = src->m_texture ? src->m_texture : dst->m_texture; GSTexture* st = src->m_texture ? src->m_texture : dst->m_texture;
GSTexture *dt = m_renderer->m_dev->CreateRenderTarget(w, h, false); GSTexture *dt = m_renderer->m_dev->CreateRenderTarget(w, h, false);
if (m_paltex && psm.pal > 0) if (psm.pal > 0)
src->m_palette = m_renderer->m_dev->CreateTexture(256, 1); src->m_palette = m_renderer->m_dev->CreateTexture(256, 1);
if(!src->m_texture) if(!src->m_texture)