mirror of https://github.com/PCSX2/pcsx2.git
GS: Properly detect 16bit format on Texture Shuffle + Convert
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@ -546,7 +546,9 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, con
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dst = CreateTarget(TEX0, new_size.x, new_size.y, type, clear);
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dst->m_32_bits_fmt = dst_match->m_32_bits_fmt;
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ShaderConvert shader;
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bool fmt_16_bits = (psm_s.bpp == 16 && GSLocalMemory::m_psm[dst_match->m_TEX0.PSM].bpp == 16);
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// m_32_bits_fmt gets set on a shuffle or if the format isn't 16bit.
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// In this case it needs to make sure it isn't part of a shuffle, where it needs to be interpreted as 32bits.
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const bool fmt_16_bits = (psm_s.bpp == 16 && GSLocalMemory::m_psm[dst_match->m_TEX0.PSM].bpp == 16 && !dst->m_32_bits_fmt);
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if (type == DepthStencil)
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{
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GL_CACHE("TC: Lookup Target(Depth) %dx%d, hit Color (0x%x, %s was %s)", new_size.x, new_size.y, bp, psm_str(TEX0.PSM), psm_str(dst_match->m_TEX0.PSM));
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