mirror of https://github.com/PCSX2/pcsx2.git
gsdx-d3d11: Fetch the texture PSM format rather than the context format in texture sampler.
Match opengl behavior.
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@ -613,7 +613,9 @@ void GSRendererDX11::EmulateBlending()
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void GSRendererDX11::EmulateTextureSampler(const GSTextureCache::Source* tex)
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{
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const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[m_context->TEX0.PSM];
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// Warning fetch the texture PSM format rather than the context format. The latter could have been corrected in the texture cache for depth.
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//const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[m_context->TEX0.PSM];
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const GSLocalMemory::psm_t &psm = GSLocalMemory::m_psm[tex->m_TEX0.PSM];
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const GSLocalMemory::psm_t &cpsm = psm.pal > 0 ? GSLocalMemory::m_psm[m_context->TEX0.CPSM] : psm;
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const uint8 wms = m_context->CLAMP.WMS;
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