GS/HW: Only force shader sampling for non-32bit targets

Not sources.
This commit is contained in:
Stenzek 2023-04-15 23:03:15 +10:00 committed by refractionpcsx2
parent bf57ab3e39
commit 7531080e51
1 changed files with 2 additions and 1 deletions

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@ -3613,7 +3613,8 @@ __ri void GSRendererHW::EmulateTextureSampler(const GSTextureCache::Target* rt,
m_cached_ctx.CLAMP.MINU, m_cached_ctx.CLAMP.MAXU, m_cached_ctx.CLAMP.MINV, m_cached_ctx.CLAMP.MAXV); m_cached_ctx.CLAMP.MINU, m_cached_ctx.CLAMP.MAXU, m_cached_ctx.CLAMP.MINV, m_cached_ctx.CLAMP.MAXV);
const bool need_mipmap = IsMipMapDraw(); const bool need_mipmap = IsMipMapDraw();
const bool shader_emulated_sampler = tex->m_palette || cpsm.fmt != 0 || complex_wms_wmt || psm.depth || target_region; const bool shader_emulated_sampler = tex->m_palette || (tex->m_target && !m_conf.ps.shuffle && cpsm.fmt != 0) ||
complex_wms_wmt || psm.depth || target_region;
const bool trilinear_manual = need_mipmap && GSConfig.HWMipmap == HWMipmapLevel::Full; const bool trilinear_manual = need_mipmap && GSConfig.HWMipmap == HWMipmapLevel::Full;
bool bilinear = m_vt.IsLinear(); bool bilinear = m_vt.IsLinear();