mirror of https://github.com/PCSX2/pcsx2.git
GS-d3d11: Update ChannelShuffle buffer only when GXBY channel is used, and cleanup some variables.
Optimization.
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4e8bae1703
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@ -361,11 +361,10 @@ void GSRendererDX11::EmulateChannelShuffle(GSTexture** rt, const GSTextureCache:
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{
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// Typically used in Terminator 3
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const int blue_mask = m_context->FRAME.FBMSK >> 24;
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const int green_mask = ~blue_mask & 0xFF;
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int blue_shift = -1;
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// Note: potentially we could also check the value of the clut
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switch (m_context->FRAME.FBMSK >> 24)
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switch (blue_mask)
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{
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case 0xFF: ASSERT(0); break;
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case 0xFE: blue_shift = 1; break;
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@ -378,18 +377,19 @@ void GSRendererDX11::EmulateChannelShuffle(GSTexture** rt, const GSTextureCache:
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default: break;
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}
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const int green_shift = 8 - blue_shift;
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ps_cb.ChannelShuffle = GSVector4i(blue_mask, blue_shift, green_mask, green_shift);
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if (blue_shift >= 0)
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{
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const int green_mask = ~blue_mask & 0xFF;
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const int green_shift = 8 - blue_shift;
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// fprintf(stderr, "%d: Green/Blue channel (%d, %d)\n", s_n, blue_shift, green_shift);
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ps_cb.ChannelShuffle = GSVector4i(blue_mask, blue_shift, green_mask, green_shift);
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m_ps_sel.channel = ChannelFetch_GXBY;
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m_context->FRAME.FBMSK = 0x00FFFFFF;
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}
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else
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{
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// fprintf(stderr, "%d: Green channel (wrong mask) (fbmask %x)\n", s_n, m_context->FRAME.FBMSK >> 24);
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// fprintf(stderr, "%d: Green channel (wrong mask) (fbmask %x)\n", s_n, blue_mask);
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m_ps_sel.channel = ChannelFetch_GREEN;
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}
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}
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