GSdx Merge Circuit: Fix regressions

Fixes screen shaking in Tenchu: Wrath Of Heaven, and graphical issues in
NASCAR 09.
This commit is contained in:
FlatOutPS2 2016-11-23 22:14:44 +01:00
parent 483b3d6368
commit 417d0a3606
1 changed files with 5 additions and 4 deletions

View File

@ -237,17 +237,18 @@ bool GSRenderer::Merge(int field)
// Time Crisis 2/3 uses two side by side images when in split screen mode.
// Though ignore cases where baseline and display rectangle offsets only differ by 1 pixel, causes blurring and wrong resolution output on FFXII
if(display_diff.x > 2)
// And cap the offset range to avoid cases with extreme values (NASCAR 09) causing graphical issues.
if(display_diff.x > 2 && display_diff.x < 10)
{
off.x = tex[i]->GetScale().x * display_diff.x;
}
// If the DX offset is too small then consider the status of frame memory offsets, prevents blurring on Tenchu: Fatal Shadows, Worms 3D
else if(display_diff.x || frame_diff.x)
else if((display_diff.x != frame_diff.x) && display_diff.x < 10 && frame_diff.x < 10)
{
off.x = tex[i]->GetScale().x * frame_diff.x;
}
if(display_diff.y >= 4) // Shouldn't this be 2?
if(display_diff.y >= 4 && display_diff.y < 10) // Shouldn't this be >= 2?
{
off.y = tex[i]->GetScale().y * display_diff.y;
@ -256,7 +257,7 @@ bool GSRenderer::Merge(int field)
off.y /= 2;
}
}
else if(display_diff.y || frame_diff.y)
else if(display_diff.y != frame_diff.y && display_diff.y < 10 && frame_diff.y < 10)
{
off.y = tex[i]->GetScale().y * frame_diff.y;
}