mirror of https://github.com/PCSX2/pcsx2.git
gsdx-hack: remove an extra offset + duplicate linear computing
Initially code aligned texture on pixel boundary + 1/16th. It seems to work without it.
This commit is contained in:
parent
399ddbd74a
commit
815c99b6e4
|
@ -282,22 +282,42 @@ void GSRendererHW::RoundSpriteOffset()
|
|||
// will be sampled so (t0 - 8) and (t1 - 8 + 16) must be valid.
|
||||
//
|
||||
// Minus half for t1 case might be too much
|
||||
if (linear) {
|
||||
if (tx0 <= tx1) {
|
||||
v[i].U = tx0 + half + 1;
|
||||
v[i+1].U = tx1 - half + 1 + 15;
|
||||
v[i].U = tx0 + half;
|
||||
v[i+1].U = tx1 - half + 16;
|
||||
} else {
|
||||
v[i].U = tx0 + 15;
|
||||
v[i+1].U = tx1 + 15 + 16;
|
||||
}
|
||||
} else {
|
||||
if (tx0 <= tx1) {
|
||||
v[i].U = tx0;
|
||||
v[i+1].U = tx1 + 16;
|
||||
} else {
|
||||
v[i].U = tx0 + 15;
|
||||
v[i+1].U = tx1 + 15 + 16;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#if 1
|
||||
if (linear) {
|
||||
if (ty0 <= ty1) {
|
||||
v[i].V = ty0 + half + 1;
|
||||
v[i+1].V = ty1 - half + 1 + 15;
|
||||
v[i].V = ty0 + half;
|
||||
v[i+1].V = ty1 - half + 16;
|
||||
} else {
|
||||
v[i].V = ty0 + 15;
|
||||
v[i+1].V = ty1 + 15 + 16;
|
||||
}
|
||||
} else {
|
||||
if (ty0 <= ty1) {
|
||||
v[i].V = ty0;
|
||||
v[i+1].V = ty1 + 16;
|
||||
} else {
|
||||
v[i].V = ty0 + 15;
|
||||
v[i+1].V = ty1 + 15 + 16;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef DEBUG_U
|
||||
|
|
Loading…
Reference in New Issue