mirror of https://github.com/PCSX2/pcsx2.git
GS-HW: Tighten CLUT detection slightly.
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@ -4026,8 +4026,8 @@ GSRendererHW::CLUTDrawTestResult GSRendererHW::PossibleCLUTDraw()
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(PRIM->TME && ((m_regs->DISP[0].DISPFB.Block() == m_context->TEX0.TBP0) || (m_regs->DISP[1].DISPFB.Block() == m_context->TEX0.TBP0)) && !(m_mem.m_clut.IsInvalid() & 2)))
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return CLUTDrawTestResult::NotCLUTDraw;
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// Ignore recursive/shuffle effects, but possible it will recursively draw, but make sure it's staying in page width
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if (PRIM->TME && m_context->TEX0.TBP0 == m_context->FRAME.Block() && (m_context->FRAME.FBW != 1 && m_context->TEX0.TBW == m_context->FRAME.FBW))
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// Ignore large render targets, make sure it's staying in page width.
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if (PRIM->TME && (m_context->FRAME.FBW != 1 && m_context->TEX0.TBW == m_context->FRAME.FBW))
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return CLUTDrawTestResult::NotCLUTDraw;
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// Hopefully no games draw a CLUT with a CLUT, that would be evil, most likely a channel shuffle.
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