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