mirror of https://github.com/PCSX2/pcsx2.git
GS/HW: Only allow tex is fb on alpha if draw is recursive
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@ -4914,7 +4914,10 @@ bool GSRendererHW::CanUseTexIsFB(const GSTextureCache::Target* rt, const GSTextu
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// This pattern is used by several games to emulate a stencil (shadow)
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// Ratchet & Clank, Jak do alpha integer multiplication (tfx) which is mostly equivalent to +1/-1
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// Tri-Ace (Star Ocean 3/RadiataStories/VP2) uses a palette to handle the +1/-1
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if (m_cached_ctx.FRAME.FBMSK == 0x00FFFFFF)
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// Update: This isn't really needed anymore, if you use autoflush, however there's a reasonable speed impact (about 30%) in not using this.
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// Added the diff check to make sure it's reading the same data seems to be fine for Jak, VP2, Star Ocean, without breaking X2: Wolverine, which broke without that check.
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const GSVector4 diff(m_vt.m_min.p.upld(m_vt.m_max.p) - m_vt.m_min.t.upld(m_vt.m_max.t));
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if (m_cached_ctx.FRAME.FBMSK == 0x00FFFFFF && (diff.abs() < GSVector4(1.0f)).alltrue())
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{
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GL_CACHE("Tex-is-fb hack for Jak");
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return true;
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