diff --git a/pcsx2/GS/GSState.cpp b/pcsx2/GS/GSState.cpp index 702cc70040..a4ffeea92a 100644 --- a/pcsx2/GS/GSState.cpp +++ b/pcsx2/GS/GSState.cpp @@ -1944,7 +1944,7 @@ void GSState::Read(u8* mem, int len) if (!m_tr.Update(w, h, bpp, len)) return; - const u32 draw = s_n; + const int draw = s_n; if (draw != s_n) @@ -3155,9 +3155,6 @@ __forceinline void GSState::HandleAutoFlush() // Crossed page since last draw end if (!tex_page.eq(last_tex_page) || m_texflush_flag) { - const u32 frame_mask = GSLocalMemory::m_psm[m_context->TEX0.PSM].fmsk; - const bool frame_hit = (m_context->FRAME.Block() == m_context->TEX0.TBP0) && !(m_context->TEST.ATE && m_context->TEST.ATST == 0 && m_context->TEST.AFAIL == 2) && ((m_context->FRAME.FBMSK & frame_mask) != frame_mask); - const u32 frame_z_psm = frame_hit ? m_context->FRAME.PSM : m_context->ZBUF.PSM; // Make sure the format matches, otherwise the coordinates aren't gonna match, so the draws won't intersect. if (tex_psm.bpp == frame_psm.bpp && (m_context->FRAME.FBW == m_context->TEX0.TBW)) { diff --git a/pcsx2/GS/Renderers/HW/GSRendererHW.cpp b/pcsx2/GS/Renderers/HW/GSRendererHW.cpp index 4b672e7936..5d705d6045 100644 --- a/pcsx2/GS/Renderers/HW/GSRendererHW.cpp +++ b/pcsx2/GS/Renderers/HW/GSRendererHW.cpp @@ -352,7 +352,7 @@ void GSRendererHW::ConvertSpriteTextureShuffle(bool& write_ba, bool& read_ba, GS int tex_pos = (PRIM->FST) ? first_vert.U : static_cast(tw * first_vert.ST.S); tex_pos &= 0xFF; // "same group" means it can read blue and write alpha using C32 tricks - read_ba = (tex_pos > 112 && tex_pos < 144) || (m_same_group_texture_shuffle && (m_cached_ctx.FRAME.FBMSK & 0xFFFF0000) != 0xFFFF00000); + read_ba = (tex_pos > 112 && tex_pos < 144) || (m_same_group_texture_shuffle && (m_cached_ctx.FRAME.FBMSK & 0xFFFF0000) != 0xFFFF0000); // Another way of selecting whether to read RG/BA is to use region repeat. // Ace Combat 04 reads RG, writes to RGBA by setting a MINU of 1015.