gsdx ogl: Finalize the urban chaos workaround

Rendering must be nice now
This commit is contained in:
Gregory Hainaut 2016-04-30 01:37:53 +02:00
parent 14e1ed06df
commit e0581ee771
2 changed files with 2 additions and 3 deletions

View File

@ -374,7 +374,7 @@ void GSRendererHW::Draw()
const bool draw_sprite_tex = PRIM->TME && (m_vt.m_primclass == GS_SPRITE_CLASS);
const GSVector4 delta_p = m_vt.m_max.p - m_vt.m_min.p;
bool single_page = (delta_p.x <= 64.0f) && (delta_p.y <= 32.0f);
bool single_page = (delta_p.x <= 64.0f) && (delta_p.y <= 64.0f);
if (m_channel_shuffle) {
m_channel_shuffle = draw_sprite_tex && (m_context->TEX0.PSM == PSM_PSMT8) && single_page;

View File

@ -773,8 +773,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
// Pop
GL_INS("Red channel");
ps_sel.channel = 1;
} else if (0 && (tex->m_texture->GetType() == GSTexture::DepthStencil) /*&& !(rt->m_32_bits_fmt)*/) {
// FIXME add a 16 bit check
} else if ((tex->m_texture->GetType() == GSTexture::DepthStencil) && !(tex->m_32_bits_fmt)) {
GL_INS("Urban Chaos Crazyness");
ps_sel.urban_chaos_hack = 1;
} else {