GS: Properly detect 16bit format on Texture Shuffle + Convert

This commit is contained in:
refractionpcsx2 2022-03-10 14:09:04 +00:00
parent 56b68a50e9
commit 708281f00b
1 changed files with 3 additions and 1 deletions

View File

@ -546,7 +546,9 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, con
dst = CreateTarget(TEX0, new_size.x, new_size.y, type, clear);
dst->m_32_bits_fmt = dst_match->m_32_bits_fmt;
ShaderConvert shader;
bool fmt_16_bits = (psm_s.bpp == 16 && GSLocalMemory::m_psm[dst_match->m_TEX0.PSM].bpp == 16);
// m_32_bits_fmt gets set on a shuffle or if the format isn't 16bit.
// In this case it needs to make sure it isn't part of a shuffle, where it needs to be interpreted as 32bits.
const bool fmt_16_bits = (psm_s.bpp == 16 && GSLocalMemory::m_psm[dst_match->m_TEX0.PSM].bpp == 16 && !dst->m_32_bits_fmt);
if (type == DepthStencil)
{
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));