GS/HW: Fix off by one in estimate texture region

And enable it for Justice League.
This commit is contained in:
Stenzek 2023-03-01 20:59:29 +10:00 committed by refractionpcsx2
parent 2a2d39b392
commit 9a3904103a
2 changed files with 6 additions and 6 deletions

View File

@ -19863,8 +19863,7 @@ SLES-54423:
name: "Justice League Heroes"
region: "PAL-M5"
gsHWFixes:
texturePreloading: 1 # Performs much better with partial preload.
disablePartialInvalidation: 1 # Fixes performamce issues.
estimateTextureRegion: 1 # Improves performance.
clampModes:
vuClampMode: 2 # Fixes ingame SPS for the capes.
SLES-54424:
@ -47053,8 +47052,7 @@ SLUS-21304:
region: "NTSC-U"
compat: 5
gsHWFixes:
texturePreloading: 1 # Performs much better with partial preload.
disablePartialInvalidation: 1 # Fixes performance issues.
estimateTextureRegion: 1 # Improves performance.
clampModes:
vuClampMode: 2 # Ingame capes become SPS mess with lower than extra VU clamp.
SLUS-21305:

View File

@ -1652,9 +1652,11 @@ void GSRendererHW::Draw()
MIP_CLAMP.WMS = CLAMP_REGION_CLAMP;
MIP_CLAMP.WMT = CLAMP_REGION_CLAMP;
MIP_CLAMP.MINU = 0;
MIP_CLAMP.MAXU = (maxt.x - 1) >> m_lod.x;
MIP_CLAMP.MAXU = maxt.x >> m_lod.x;
MIP_CLAMP.MINV = 0;
MIP_CLAMP.MAXV = (maxt.y - 1) >> m_lod.x;
MIP_CLAMP.MAXV = maxt.y >> m_lod.x;
GL_CACHE("Estimated texture region: %u,%u -> %u,%u", MIP_CLAMP.MINU, MIP_CLAMP.MINV, MIP_CLAMP.MAXU + 1,
MIP_CLAMP.MAXV + 1);
}
m_src = tex_psm.depth ? m_tc->LookupDepthSource(TEX0, env.TEXA, MIP_CLAMP, tmm.coverage) :