mirror of https://github.com/PCSX2/pcsx2.git
Merge pull request #1673 from FlatOutPS2/W
GSdx Merge Circuit: Fix regressions
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commit
df96361ded
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@ -237,17 +237,18 @@ bool GSRenderer::Merge(int field)
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// Time Crisis 2/3 uses two side by side images when in split screen mode.
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// Though ignore cases where baseline and display rectangle offsets only differ by 1 pixel, causes blurring and wrong resolution output on FFXII
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if(display_diff.x > 2)
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// And cap the offset range to avoid cases with extreme values (NASCAR 09) causing graphical issues.
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if(display_diff.x > 2 && display_diff.x < 10)
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{
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off.x = tex[i]->GetScale().x * display_diff.x;
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}
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// If the DX offset is too small then consider the status of frame memory offsets, prevents blurring on Tenchu: Fatal Shadows, Worms 3D
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else if(display_diff.x || frame_diff.x)
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else if((display_diff.x != frame_diff.x) && display_diff.x < 10 && frame_diff.x < 10)
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{
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off.x = tex[i]->GetScale().x * frame_diff.x;
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}
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if(display_diff.y >= 4) // Shouldn't this be 2?
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if(display_diff.y >= 4 && display_diff.y < 10) // Shouldn't this be >= 2?
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{
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off.y = tex[i]->GetScale().y * display_diff.y;
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@ -256,7 +257,7 @@ bool GSRenderer::Merge(int field)
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off.y /= 2;
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}
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}
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else if(display_diff.y || frame_diff.y)
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else if(display_diff.y != frame_diff.y && display_diff.y < 10 && frame_diff.y < 10)
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{
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off.y = tex[i]->GetScale().y * frame_diff.y;
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}
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