gsdx ogl: avoid to wrongly detect a channel shuffle

This commit is contained in:
Gregory Hainaut 2016-04-29 23:59:42 +02:00
parent 1011a757a8
commit b4c7d32741
2 changed files with 2 additions and 1 deletions

View File

@ -479,7 +479,7 @@ void GSRendererHW::Draw()
// Texture shuffle is not yet supported with strange clamp mode
ASSERT(!m_texture_shuffle || (context->CLAMP.WMS < 3 && context->CLAMP.WMT < 3));
if (tex->m_target && m_context->TEX0.PSM == PSM_PSMT8 && single_page) {
if (tex->m_target && m_context->TEX0.PSM == PSM_PSMT8 && single_page && draw_sprite_tex) {
GL_INS("Channel shuffle effect detected (2nd shot)");
m_channel_shuffle = true;
} else {

View File

@ -775,6 +775,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
ps_sel.channel = 1;
} else {
GL_INS("channel not supported");
m_channel_shuffle = false;
ASSERT(0);
}
dev->PSSetShaderResource(4, tex->m_from_target);