mirror of https://github.com/PCSX2/pcsx2.git
GS: Display output ignores TEXA
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@ -173,8 +173,14 @@ GSTexture* GSRendererSW::GetOutput(int i, int& y_offset)
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const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[DISPFB.PSM];
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// Display doesn't use texa, and instead uses the equivalent of this
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GIFRegTEXA texa = {};
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texa.AEM = 0;
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texa.TA0 = (DISPFB.PSM == PSM_PSMCT24 || DISPFB.PSM == PSM_PSGPU24) ? 0x80 : 0;
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texa.TA1 = 0x80;
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// Top left rect
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psm.rtx(m_mem, m_mem.GetOffset(DISPFB.Block(), DISPFB.FBW, DISPFB.PSM), r.ralign<Align_Outside>(psm.bs), m_output, pitch, m_env.TEXA);
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psm.rtx(m_mem, m_mem.GetOffset(DISPFB.Block(), DISPFB.FBW, DISPFB.PSM), r.ralign<Align_Outside>(psm.bs), m_output, pitch, texa);
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int top = (h_wrap) ? ((r.bottom - r.top) * pitch) : 0;
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int left = (w_wrap) ? (r.right - r.left) * (GSLocalMemory::m_psm[DISPFB.PSM].bpp / 8) : 0;
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@ -183,18 +189,18 @@ GSTexture* GSRendererSW::GetOutput(int i, int& y_offset)
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// Top right rect
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if (w_wrap)
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psm.rtx(m_mem, m_mem.GetOffset(DISPFB.Block(), DISPFB.FBW, DISPFB.PSM), rw.ralign<Align_Outside>(psm.bs), &m_output[left], pitch, m_env.TEXA);
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psm.rtx(m_mem, m_mem.GetOffset(DISPFB.Block(), DISPFB.FBW, DISPFB.PSM), rw.ralign<Align_Outside>(psm.bs), &m_output[left], pitch, texa);
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// Bottom left rect
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if (h_wrap)
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psm.rtx(m_mem, m_mem.GetOffset(DISPFB.Block(), DISPFB.FBW, DISPFB.PSM), rh.ralign<Align_Outside>(psm.bs), &m_output[top], pitch, m_env.TEXA);
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psm.rtx(m_mem, m_mem.GetOffset(DISPFB.Block(), DISPFB.FBW, DISPFB.PSM), rh.ralign<Align_Outside>(psm.bs), &m_output[top], pitch, texa);
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// Bottom right rect
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if (h_wrap && w_wrap)
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{
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// Needs also rw with the start/end height of rh, fills in the bottom right rect which will be missing if both overflow.
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const GSVector4i rwh(rw.left, rh.top, rw.right, rh.bottom);
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psm.rtx(m_mem, m_mem.GetOffset(DISPFB.Block(), DISPFB.FBW, DISPFB.PSM), rwh.ralign<Align_Outside>(psm.bs), &m_output[top + left], pitch, m_env.TEXA);
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psm.rtx(m_mem, m_mem.GetOffset(DISPFB.Block(), DISPFB.FBW, DISPFB.PSM), rwh.ralign<Align_Outside>(psm.bs), &m_output[top + left], pitch, texa);
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}
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m_texture[i]->Update(out_r, m_output, pitch);
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