mirror of https://github.com/PCSX2/pcsx2.git
GS-HW: Check what channel is being read during a possible split shuffle
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@ -863,6 +863,10 @@ bool GSRendererHW::IsSplitTextureShuffle()
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return false;
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}
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// Different channel being shuffled, so needs to be handled separately (misdetection in 50 Cent)
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if (m_vertex.buff[m_index.buff[0]].U != m_v.U)
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return false;
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// Check that both the position and texture coordinates are page aligned, so we can work in pages instead of coordinates.
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// For texture shuffles, the U will be offset by 8.
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const GSLocalMemory::psm_t& frame_psm = GSLocalMemory::m_psm[m_context->FRAME.PSM];
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