GS-HW: Correct FBMask masks for texture shuffles

This commit is contained in:
refractionpcsx2 2022-08-06 04:38:47 +01:00
parent 62e775b7c2
commit c0e325dfbf
1 changed files with 13 additions and 10 deletions

View File

@ -2040,14 +2040,17 @@ void GSRendererHW::EmulateTextureShuffleAndFbmask()
// Please bang my head against the wall!
// 1/ Reduce the frame mask to a 16 bit format
const u32 m = m_context->FRAME.FBMSK & GSLocalMemory::m_psm[m_context->FRAME.PSM].fmsk;
// fbmask is converted to a 16bit version to represent the 2 32bit channels it's writing to.
// The lower 8 bits represents the Red/Blue channels, the top 8 bits is Green/Alpha, depending on write_ba.
const u32 fbmask = ((m >> 3) & 0x1F) | ((m >> 6) & 0x3E0) | ((m >> 9) & 0x7C00) | ((m >> 16) & 0x8000);
// FIXME GSVector will be nice here
const u8 rg_mask = fbmask & 0xFF;
const u8 ba_mask = (fbmask >> 8) & 0xFF;
const u8 rb_mask = fbmask & 0xFF;
const u8 ga_mask = (fbmask >> 8) & 0xFF;
m_conf.colormask.wrgba = 0;
// 2 Select the new mask (Please someone put SSE here)
if (rg_mask != 0xFF)
if (rb_mask != 0xFF)
{
if (write_ba)
{
@ -2059,11 +2062,11 @@ void GSRendererHW::EmulateTextureShuffleAndFbmask()
GL_INS("Color shuffle %s => R", read_ba ? "B" : "R");
m_conf.colormask.wr = 1;
}
if (rg_mask)
if (rb_mask)
m_conf.ps.fbmask = 1;
}
if (ba_mask != 0xFF)
if (ga_mask != 0xFF)
{
if (write_ba)
{
@ -2075,16 +2078,16 @@ void GSRendererHW::EmulateTextureShuffleAndFbmask()
GL_INS("Color shuffle %s => G", read_ba ? "A" : "G");
m_conf.colormask.wg = 1;
}
if (ba_mask)
if (ga_mask)
m_conf.ps.fbmask = 1;
}
if (m_conf.ps.fbmask && enable_fbmask_emulation)
{
m_conf.cb_ps.FbMask.r = rg_mask;
m_conf.cb_ps.FbMask.g = rg_mask;
m_conf.cb_ps.FbMask.b = ba_mask;
m_conf.cb_ps.FbMask.a = ba_mask;
m_conf.cb_ps.FbMask.r = rb_mask;
m_conf.cb_ps.FbMask.g = ga_mask;
m_conf.cb_ps.FbMask.b = rb_mask;
m_conf.cb_ps.FbMask.a = ga_mask;
// No blending so hit unsafe path.
if (!PRIM->ABE || !features.texture_barrier)