mirror of https://github.com/PCSX2/pcsx2.git
GS/HW: Only force shader sampling for non-32bit targets
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@ -3613,7 +3613,8 @@ __ri void GSRendererHW::EmulateTextureSampler(const GSTextureCache::Target* rt,
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m_cached_ctx.CLAMP.MINU, m_cached_ctx.CLAMP.MAXU, m_cached_ctx.CLAMP.MINV, m_cached_ctx.CLAMP.MAXV);
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m_cached_ctx.CLAMP.MINU, m_cached_ctx.CLAMP.MAXU, m_cached_ctx.CLAMP.MINV, m_cached_ctx.CLAMP.MAXV);
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const bool need_mipmap = IsMipMapDraw();
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const bool need_mipmap = IsMipMapDraw();
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const bool shader_emulated_sampler = tex->m_palette || cpsm.fmt != 0 || complex_wms_wmt || psm.depth || target_region;
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const bool shader_emulated_sampler = tex->m_palette || (tex->m_target && !m_conf.ps.shuffle && cpsm.fmt != 0) ||
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complex_wms_wmt || psm.depth || target_region;
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const bool trilinear_manual = need_mipmap && GSConfig.HWMipmap == HWMipmapLevel::Full;
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const bool trilinear_manual = need_mipmap && GSConfig.HWMipmap == HWMipmapLevel::Full;
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bool bilinear = m_vt.IsLinear();
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bool bilinear = m_vt.IsLinear();
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