mirror of https://github.com/PCSX2/pcsx2.git
gsdx tc: don't partially invalidate small target
It creates a regression on game that uses a small temporary target to upload textures of various sizes. Inital code was done to handle direct frame write (background, FMV) so big target
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@ -820,7 +820,11 @@ void GSTextureCache::InvalidateVideoMem(GSOffset* off, const GSVector4i& rect, b
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// FIXME: this code "fixes" black FMV issue with rule of rose.
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#if 1
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// Greg: I'm not sure the 'bw' equality is required but it won't hurt too much
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if (t->m_TEX0.TBW == bw && t->Inside(bp, bw, psm, rect) && GSUtil::HasCompatibleBits(psm, t->m_TEX0.PSM)) {
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//
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// Ben 10 Alien Force : Vilgax Attacks uses a small temporary target for multiple textures (different bw)
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// It is too complex to handle, and purpose of the code was to handle FMV (large bw). So let's skip small
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// (128 pixels) target
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if (bw > 2 && t->m_TEX0.TBW == bw && t->Inside(bp, bw, psm, rect) && GSUtil::HasCompatibleBits(psm, t->m_TEX0.PSM)) {
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uint32 rowsize = bw * 8192u;
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uint32 offset = (uint32)((bp - t->m_TEX0.TBP0) * 256);
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