mirror of https://github.com/PCSX2/pcsx2.git
GSdx-d3d: Use Colormask instead of GSDXRecoverableError on d3d9 texture shuffle.
Might be better.
This commit is contained in:
parent
897b17d259
commit
c337ab6a66
|
@ -60,10 +60,9 @@ void GSRendererDX9::EmulateTextureShuffleAndFbmask()
|
|||
{
|
||||
if (m_texture_shuffle)
|
||||
{
|
||||
// We can do a partial port for D3D9 that skips the draw call to give it a slight improvement.
|
||||
// It's still broken but more bearable. Broken effect is on the screen but fully instead of vertical lines.
|
||||
throw GSDXRecoverableError();
|
||||
}
|
||||
// Texture shuffle is not supported so make sure nothing is written on all channels.
|
||||
om_bsel.wrgba = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_ps_sel.dfmt = GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt;
|
||||
|
|
Loading…
Reference in New Issue