mirror of https://github.com/PCSX2/pcsx2.git
gsdx: hidden option to better support dual context clut
Option is on by default. Just a safety net in case of regression Fix clut issue on virtua fighter (SW) and harley davidson (SW/HW).
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@ -50,6 +50,7 @@ GSState::GSState()
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m_NTSC_Saturation = theApp.GetConfigB("NTSC_Saturation");
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m_userhacks_skipdraw = theApp.GetConfigB("UserHacks") ? theApp.GetConfigI("UserHacks_SkipDraw") : 0;
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m_userhacks_auto_flush = theApp.GetConfigB("UserHacks") ? theApp.GetConfigB("UserHacks_AutoFlush") : 0;
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m_clut_load_before_draw = theApp.GetConfigB("clut_load_before_draw");
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s_n = 0;
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s_dump = theApp.GetConfigB("dump");
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@ -1512,6 +1513,15 @@ void GSState::FlushPrim()
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{
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GL_REG("FlushPrim ctxt %d", PRIM->CTXT);
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// Some games (Harley Davidson/Virtua Fighter) do dirty trick with multiple contexts cluts
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// In doubt, always reload the clut before a draw.
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// Note: perf impact is likely slow enough as WriteTest will likely be false.
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if (m_clut_load_before_draw) {
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if (m_mem.m_clut.WriteTest(m_context->TEX0, m_env.TEXCLUT)) {
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m_mem.m_clut.Write(m_context->TEX0, m_env.TEXCLUT);
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}
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}
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GSVertex buff[2];
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s_n++;
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@ -136,6 +136,7 @@ class GSState : public GSAlignedClass<32>
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void (*m_irq)();
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bool m_path3hack;
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bool m_init_read_fifo_supported;
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bool m_clut_load_before_draw;
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struct GSTransferBuffer
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{
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@ -284,6 +284,7 @@ void GSdxApp::Init()
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m_default_configuration["capture_threads"] = "4";
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m_default_configuration["CaptureHeight"] = "480";
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m_default_configuration["CaptureWidth"] = "640";
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m_default_configuration["clut_load_before_draw"] = "1";
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m_default_configuration["crc_hack_level"] = "3";
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m_default_configuration["CrcHacksExclusions"] = "";
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m_default_configuration["debug_glsl_shader"] = "0";
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