mirror of https://github.com/PCSX2/pcsx2.git
GS/HW: Fix off by one in estimate texture region
And enable it for Justice League.
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@ -19863,8 +19863,7 @@ SLES-54423:
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name: "Justice League Heroes"
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region: "PAL-M5"
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gsHWFixes:
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texturePreloading: 1 # Performs much better with partial preload.
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disablePartialInvalidation: 1 # Fixes performamce issues.
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estimateTextureRegion: 1 # Improves performance.
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clampModes:
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vuClampMode: 2 # Fixes ingame SPS for the capes.
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SLES-54424:
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@ -47053,8 +47052,7 @@ SLUS-21304:
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region: "NTSC-U"
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compat: 5
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gsHWFixes:
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texturePreloading: 1 # Performs much better with partial preload.
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disablePartialInvalidation: 1 # Fixes performance issues.
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estimateTextureRegion: 1 # Improves performance.
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clampModes:
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vuClampMode: 2 # Ingame capes become SPS mess with lower than extra VU clamp.
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SLUS-21305:
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@ -1652,9 +1652,11 @@ void GSRendererHW::Draw()
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MIP_CLAMP.WMS = CLAMP_REGION_CLAMP;
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MIP_CLAMP.WMT = CLAMP_REGION_CLAMP;
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MIP_CLAMP.MINU = 0;
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MIP_CLAMP.MAXU = (maxt.x - 1) >> m_lod.x;
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MIP_CLAMP.MAXU = maxt.x >> m_lod.x;
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MIP_CLAMP.MINV = 0;
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MIP_CLAMP.MAXV = (maxt.y - 1) >> m_lod.x;
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MIP_CLAMP.MAXV = maxt.y >> m_lod.x;
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GL_CACHE("Estimated texture region: %u,%u -> %u,%u", MIP_CLAMP.MINU, MIP_CLAMP.MINV, MIP_CLAMP.MAXU + 1,
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MIP_CLAMP.MAXV + 1);
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}
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m_src = tex_psm.depth ? m_tc->LookupDepthSource(TEX0, env.TEXA, MIP_CLAMP, tmm.coverage) :
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