mirror of https://github.com/PCSX2/pcsx2.git
gsdx sw: handle the invalidation of the palette when written by the GS
Manual gives all setup to upload a palette from the host. But nothing forbid to render directly in the palette buffer. (GS rule nb 1, there is no rule ^^) Fix Virtua Fighter 2 dark colors However I'm not sure we can fix HW renderer. Rendering is done on the GPU but palette handling is done on the CPU... So we need to read back data (ouch, and slow). A quick test didn't get the expected results. Potentially there are others bugs (aka not gonna happen on the HW renderer)
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@ -98,6 +98,13 @@ void GSClut::Invalidate()
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m_write.dirty = true;
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}
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void GSClut::Invalidate(uint32 block)
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{
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if (block == m_write.TEX0.CBP) {
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m_write.dirty = true;
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}
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}
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bool GSClut::WriteTest(const GIFRegTEX0& TEX0, const GIFRegTEXCLUT& TEXCLUT)
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{
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switch(TEX0.CLD)
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@ -103,6 +103,7 @@ public:
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virtual ~GSClut();
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void Invalidate();
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void Invalidate(uint32 block);
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bool WriteTest(const GIFRegTEX0& TEX0, const GIFRegTEXCLUT& TEXCLUT);
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void Write(const GIFRegTEX0& TEX0, const GIFRegTEXCLUT& TEXCLUT);
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//void Read(const GIFRegTEX0& TEX0);
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@ -665,6 +665,8 @@ void GSRendererSW::Queue(shared_ptr<GSRasterizerData>& item)
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if(sd->global.sel.fwrite)
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{
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m_tc->InvalidatePages(sd->m_fb_pages, sd->m_fpsm);
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m_mem.m_clut.Invalidate(m_context->FRAME.Block());
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}
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if(sd->global.sel.zwrite)
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