mirror of https://github.com/PCSX2/pcsx2.git
GSdx-d3d: Add remaining code for RGB channel.
Enable channel shuffle on GT3, GT4, Tourist Trophy and Tekken5. And with that we reach OpenGL accuracy on this specific feature.
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@ -182,18 +182,25 @@ void GSRendererDX11::EmulateChannelShuffle(GSTexture** rt, const GSTextureCache:
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// First let's check we really have a channel shuffle effect
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if (m_channel_shuffle)
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{
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if (m_game.title == CRC::Tekken5)
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if (m_game.title == CRC::GT4 || m_game.title == CRC::GT3 || m_game.title == CRC::GTConcept || m_game.title == CRC::TouristTrophy)
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{
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// fprintf(stderr, "Gran Turismo RGB Channel\n");
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m_ps_sel.channel = ChannelFetch_RGB;
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m_context->TEX0.TFX = TFX_DECAL;
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*rt = tex->m_from_target;
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}
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else if (m_game.title == CRC::Tekken5)
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{
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if (m_context->FRAME.FBW == 1)
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{
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// Used in stages: Secret Garden, Acid Rain, Moonlit Wilderness
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// fprintf(stderr, "Tekken5 RGB Channel\n");
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// m_ps_sel.channel = ChannelFetch_RGB;
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// m_context->FRAME.FBMSK = 0xFF000000;
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m_ps_sel.channel = ChannelFetch_RGB;
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m_context->FRAME.FBMSK = 0xFF000000;
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// 12 pages: 2 calls by channel, 3 channels, 1 blit
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// Minus current draw call
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m_skip = 12 * (3 + 3 + 1) - 1;
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// *rt = tex->m_from_target;
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*rt = tex->m_from_target;
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}
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else
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{
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