mirror of https://github.com/PCSX2/pcsx2.git
GS-hw: Remove fbmask check for Genji.
Fb will be read when primitives don't overlap, no need for the mask check now.
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@ -206,13 +206,13 @@ void GSRendererNew::EmulateTextureShuffleAndFbmask()
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case AccBlendLevel::Medium:
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case AccBlendLevel::Medium:
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// Enable Fbmask emulation excluding triangle class because it is quite slow.
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// Enable Fbmask emulation excluding triangle class because it is quite slow.
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// Exclude 0x80000000 because Genji needs sw blending, otherwise it breaks some effects.
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// Exclude 0x80000000 because Genji needs sw blending, otherwise it breaks some effects.
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enable_fbmask_emulation = ((m_vt.m_primclass != GS_TRIANGLE_CLASS) && (m_context->FRAME.FBMSK != 0x80000000));
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enable_fbmask_emulation = (m_vt.m_primclass != GS_TRIANGLE_CLASS);
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break;
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break;
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case AccBlendLevel::Basic:
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case AccBlendLevel::Basic:
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// Enable Fbmask emulation excluding triangle class because it is quite slow.
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// Enable Fbmask emulation excluding triangle class because it is quite slow.
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// Exclude 0x80000000 because Genji needs sw blending, otherwise it breaks some effects.
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// Exclude 0x80000000 because Genji needs sw blending, otherwise it breaks some effects.
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// Also exclude fbmask emulation on texture shuffle just in case, it is probably safe tho.
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// Also exclude fbmask emulation on texture shuffle just in case, it is probably safe tho.
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enable_fbmask_emulation = (!m_texture_shuffle && (m_vt.m_primclass != GS_TRIANGLE_CLASS) && (m_context->FRAME.FBMSK != 0x80000000));
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enable_fbmask_emulation = !m_texture_shuffle && (m_vt.m_primclass != GS_TRIANGLE_CLASS);
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break;
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break;
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case AccBlendLevel::Minimum:
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case AccBlendLevel::Minimum:
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break;
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break;
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