gsdx ogl: fix a regression on Okami

Strangely the game uses large texture to handle texture buffer.

I think it plays with WMS/WMT. I'm not sure texture shuffling is 100%
correct here. But without it, it's completely broken.
This commit is contained in:
Gregory Hainaut 2016-09-09 21:51:23 +02:00
parent 8c1722faa2
commit ccf198a80b
1 changed files with 2 additions and 2 deletions

View File

@ -280,8 +280,8 @@ void GSRendererOGL::EmulateTextureShuffleAndFbmask()
size_t count = m_vertex.next; size_t count = m_vertex.next;
GSVertex* v = &m_vertex.buff[0]; GSVertex* v = &m_vertex.buff[0];
// Shadow_of_memories_Shadow_Flickering // Shadow_of_memories_Shadow_Flickering (Okami mustn't call this code)
if (m_texture_shuffle && count < 3 && PRIM->FST) { if (m_texture_shuffle && count < 3 && PRIM->FST && (m_context->FRAME.FBMSK == 0)) {
// Avious dubious call to m_texture_shuffle on 16 bits games // Avious dubious call to m_texture_shuffle on 16 bits games
// The pattern is severals column of 8 pixels. A single sprite // The pattern is severals column of 8 pixels. A single sprite
// smell fishy but a big sprite is wrong. // smell fishy but a big sprite is wrong.