mirror of https://github.com/PCSX2/pcsx2.git
gsdx ogl: tekken5: only trigger channel effect shader when frame buffer is a single page
Fix missing model regression.
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@ -483,13 +483,18 @@ void GSRendererOGL::EmulateChannelShuffle(GSTexture** rt, const GSTextureCache::
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m_context->TEX0.TFX = TFX_DECAL;
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*rt = tex->m_from_target;
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} else if (m_game.title == CRC::Tekken5) {
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GL_INS("Tekken5 RGB Channel");
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m_ps_sel.channel = 7;
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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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if (m_context->FRAME.FBW == 1) {
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GL_INS("Tekken5 RGB Channel");
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m_ps_sel.channel = 7;
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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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} else {
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// Could skip model drawing if wrongly detected
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m_channel_shuffle = false;
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}
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} else if ((tex->m_texture->GetType() == GSTexture::DepthStencil) && !(tex->m_32_bits_fmt)) {
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// So far 2 games hit this code path. Urban Chaos and Tales of Abyss
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// UC: will copy depth to green channel
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