GS-HW: Tighten CLUT detection slightly.

This commit is contained in:
refractionpcsx2 2023-02-11 01:30:01 +00:00
parent f99414708d
commit cbf91a8d19
1 changed files with 2 additions and 2 deletions

View File

@ -4026,8 +4026,8 @@ GSRendererHW::CLUTDrawTestResult GSRendererHW::PossibleCLUTDraw()
(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)))
return CLUTDrawTestResult::NotCLUTDraw;
// Ignore recursive/shuffle effects, but possible it will recursively draw, but make sure it's staying in page width
if (PRIM->TME && m_context->TEX0.TBP0 == m_context->FRAME.Block() && (m_context->FRAME.FBW != 1 && m_context->TEX0.TBW == m_context->FRAME.FBW))
// Ignore large render targets, make sure it's staying in page width.
if (PRIM->TME && (m_context->FRAME.FBW != 1 && m_context->TEX0.TBW == m_context->FRAME.FBW))
return CLUTDrawTestResult::NotCLUTDraw;
// Hopefully no games draw a CLUT with a CLUT, that would be evil, most likely a channel shuffle.