mirror of https://github.com/PCSX2/pcsx2.git
gsdx: move the validation of the texture format before the draw call
Avoid false positive when game write dummy stuff
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@ -827,27 +827,10 @@ template<int i> void GSState::ApplyTEX0(GIFRegTEX0& TEX0)
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// Handle invalid PSM here
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// Handle invalid PSM here
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switch (TEX0.PSM) {
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switch (TEX0.PSM) {
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case PSM_PSMCT32:
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case PSM_PSMCT24:
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case PSM_PSMCT16:
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case PSM_PSMCT16S:
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case PSM_PSMT8:
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case PSM_PSMT4:
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case PSM_PSMT8H:
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case PSM_PSMT4HL:
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case PSM_PSMT4HH:
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case PSM_PSMZ32:
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case PSM_PSMZ24:
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case PSM_PSMZ16:
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case PSM_PSMZ16S:
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break;
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case 3:
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case 3:
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TEX0.PSM = PSM_PSMT8; // International Star Soccer (menu)
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TEX0.PSM = PSM_PSMT8; // International Star Soccer (menu)
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break;
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break;
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default:
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default:
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#ifdef ENABLE_OGL_DEBUG
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fprintf(stderr, "%d:INVALID PSM 0x%x !!!\n", s_n, TEX0.PSM);
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#endif
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break;
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break;
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}
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}
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@ -1540,10 +1523,34 @@ void GSState::FlushPrim()
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default:
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default:
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__assume(0);
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__assume(0);
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}
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}
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ASSERT((int)unused < GSUtil::GetVertexCount(PRIM->PRIM));
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ASSERT((int)unused < GSUtil::GetVertexCount(PRIM->PRIM));
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}
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}
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#ifdef ENABLE_OGL_DEBUG
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// Validate PSM format
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switch (m_context->TEX0.PSM) {
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case PSM_PSMCT32:
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case PSM_PSMCT24:
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case PSM_PSMCT16:
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case PSM_PSMCT16S:
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case PSM_PSMT8:
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case PSM_PSMT4:
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case PSM_PSMT8H:
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case PSM_PSMT4HL:
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case PSM_PSMT4HH:
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case PSM_PSMZ32:
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case PSM_PSMZ24:
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case PSM_PSMZ16:
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case PSM_PSMZ16S:
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break;
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default:
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fprintf(stderr, "%d:INVALID PSM 0x%x !!!\n", s_n, m_context->TEX0.PSM);
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ASSERT(0);
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break;
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}
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#endif
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if(GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt < 3 && GSLocalMemory::m_psm[m_context->ZBUF.PSM].fmt < 3)
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if(GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt < 3 && GSLocalMemory::m_psm[m_context->ZBUF.PSM].fmt < 3)
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{
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{
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// FIXME: berserk fpsm = 27 (8H)
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// FIXME: berserk fpsm = 27 (8H)
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