mirror of https://github.com/PCSX2/pcsx2.git
gsdx hack: hole in vertex position also appears in !FST projection
Fix various black vertical line regression with UserHacks_align_sprite_X
This commit is contained in:
parent
65a84b9f64
commit
e8698a9c0c
|
@ -461,7 +461,7 @@ void GSRendererHW::Draw()
|
|||
context->ZBUF.ZMSK = zm != 0;
|
||||
|
||||
// A couple of hack to avoid upscaling issue. So far it seems to impacts only sprite without linear filtering
|
||||
if ((m_upscale_multiplier > 1) && (m_vt.m_primclass == GS_SPRITE_CLASS) && (PRIM->FST)) {
|
||||
if ((m_upscale_multiplier > 1) && (m_vt.m_primclass == GS_SPRITE_CLASS)) {
|
||||
// TODO: It could be a good idea to check context->CLAMP.WMS/WMT values on the following hack
|
||||
|
||||
size_t count = m_vertex.next;
|
||||
|
@ -487,11 +487,15 @@ void GSRendererHW::Draw()
|
|||
}
|
||||
}
|
||||
|
||||
if ((m_userhacks_round_sprite_offset > 1) || (m_userhacks_round_sprite_offset == 1 && !m_vt.IsLinear())) {
|
||||
if (m_vt.IsLinear())
|
||||
RoundSpriteOffset<true>();
|
||||
else
|
||||
RoundSpriteOffset<false>();
|
||||
if (PRIM->FST) {
|
||||
if ((m_userhacks_round_sprite_offset > 1) || (m_userhacks_round_sprite_offset == 1 && !m_vt.IsLinear())) {
|
||||
if (m_vt.IsLinear())
|
||||
RoundSpriteOffset<true>();
|
||||
else
|
||||
RoundSpriteOffset<false>();
|
||||
}
|
||||
} else {
|
||||
; // vertical line in Yakuza (note check m_userhacks_align_sprite_X behavior)
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue