mirror of https://github.com/PCSX2/pcsx2.git
gsdx-tc: clear 32 bits state after vsync
Avoid issue on game that uses only 16 bits RT
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@ -432,9 +432,6 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, int
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}
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dst->m_used = true;
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// Frame is always 32 bits. However target could be reused for standard RT. If the
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// game uses a 16 bits RT (ricky cricket), you will be screwed
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dst->m_32_bits_fmt = false;
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return dst;
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}
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@ -788,6 +785,12 @@ void GSTextureCache::IncAge()
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Target* t = *j;
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// This variable is used to detect the texture shuffle effect. There is a high
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// probability that game will do it on the current RT.
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// Variable is cleared here to avoid issue with game that uses a 16 bits
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// render target
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t->m_32_bits_fmt = false;
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if(++t->m_age > maxage)
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{
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m_dst[type].erase(j);
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@ -843,8 +846,9 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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}
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#endif
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if (TEX0.PSM < PSM_PSMT8 || TEX0.PSM > PSM_PSMT4HH)
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if (TEX0.PSM < PSM_PSMT8 || TEX0.PSM > PSM_PSMT4HH) {
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src->m_32_bits_fmt = dst->m_32_bits_fmt;
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}
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src->m_target = true;
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dst->Update();
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