GSdx-d3d: Use Colormask instead of GSDXRecoverableError on d3d9 texture shuffle.

Might be better.
This commit is contained in:
lightningterror 2018-10-08 09:33:33 +02:00
parent 897b17d259
commit c337ab6a66
1 changed files with 3 additions and 4 deletions

View File

@ -60,10 +60,9 @@ void GSRendererDX9::EmulateTextureShuffleAndFbmask()
{ {
if (m_texture_shuffle) if (m_texture_shuffle)
{ {
// We can do a partial port for D3D9 that skips the draw call to give it a slight improvement. // Texture shuffle is not supported so make sure nothing is written on all channels.
// It's still broken but more bearable. Broken effect is on the screen but fully instead of vertical lines. om_bsel.wrgba = 0;
throw GSDXRecoverableError(); }
}
else else
{ {
m_ps_sel.dfmt = GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt; m_ps_sel.dfmt = GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt;