GS-hw: Disable clamp more optimizations for now.

We currently crop off the rightmost and bottommost pixel when upscaling clamps, until the issue is properly solved we should keep this disabled as it breaks many games when upscaling.
This commit is contained in:
lightningterror 2022-10-11 00:43:23 +02:00
parent 86ca20403e
commit 702aefa43e
1 changed files with 6 additions and 0 deletions

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@ -1520,6 +1520,11 @@ void GSRendererHW::Draw()
const int tw = 1 << TEX0.TW;
const int th = 1 << TEX0.TH;
# if 0
// FIXME: We currently crop off the rightmost and bottommost pixel when upscaling clamps,
// until the issue is properly solved we should keep this disabled as it breaks many games when upscaling.
// See #5387, #5853, #5851 on GH for more details.
//
// Texture clamp optimizations (try to move everything to sampler hardware)
if (m_context->CLAMP.WMS == CLAMP_REGION_CLAMP && MIP_CLAMP.MINU == 0 && MIP_CLAMP.MAXU == tw - 1)
m_context->CLAMP.WMS = CLAMP_CLAMP;
@ -1533,6 +1538,7 @@ void GSRendererHW::Draw()
m_context->CLAMP.WMT = CLAMP_REPEAT;
else if ((m_context->CLAMP.WMT & 2) && !(tmm.uses_boundary & TextureMinMaxResult::USES_BOUNDARY_V))
m_context->CLAMP.WMT = CLAMP_CLAMP;
#endif
// If m_src is from a target that isn't the same size as the texture, texture sample edge modes won't work quite the same way
// If the game actually tries to access stuff outside of the rendered target, it was going to get garbage anyways so whatever