mirror of https://github.com/PCSX2/pcsx2.git
GS/HW: Fix 16bit depth conversion in shuffles + fix NFSU CRC
This commit is contained in:
parent
fea213ee2c
commit
6a0bbea9c5
|
@ -636,9 +636,9 @@ bool GSHwHack::GSC_NFSUndercover(GSRendererHW& r, int& skip)
|
|||
v[0].XYZ.Y = static_cast<u16>(RCONTEXT->XYOFFSET.OFY + (r.m_r.w << 4));
|
||||
v[0].U = r.m_r.z << 4;
|
||||
v[0].V = r.m_r.w << 4;
|
||||
RCONTEXT->scissor.in.z = r.m_r.z;
|
||||
RCONTEXT->scissor.in.z = r.m_r.z * 2;
|
||||
RCONTEXT->scissor.in.w = r.m_r.w;
|
||||
r.m_vt.m_max.p.x = r.m_r.z;
|
||||
r.m_vt.m_max.p.x = r.m_r.z * 2;
|
||||
r.m_vt.m_max.p.y = r.m_r.w;
|
||||
r.m_vt.m_max.t.x = r.m_r.z;
|
||||
r.m_vt.m_max.t.y = r.m_r.w;
|
||||
|
|
|
@ -4298,7 +4298,7 @@ __ri void GSRendererHW::EmulateTextureSampler(const GSTextureCache::Target* rt,
|
|||
// Require a float conversion if the texure is a depth otherwise uses Integral scaling
|
||||
if (psm.depth)
|
||||
{
|
||||
m_conf.ps.depth_fmt = (tex->m_texture->GetType() != GSTexture::Type::DepthStencil) ? 3 : 1;
|
||||
m_conf.ps.depth_fmt = (tex->m_texture->GetType() != GSTexture::Type::DepthStencil) ? 3 : tex->m_32_bits_fmt ? 1 : 2;
|
||||
}
|
||||
|
||||
// Shuffle is a 16 bits format, so aem is always required
|
||||
|
|
Loading…
Reference in New Issue