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
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@ -461,7 +461,7 @@ void GSRendererHW::Draw()
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context->ZBUF.ZMSK = zm != 0;
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context->ZBUF.ZMSK = zm != 0;
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// A couple of hack to avoid upscaling issue. So far it seems to impacts only sprite without linear filtering
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// A couple of hack to avoid upscaling issue. So far it seems to impacts only sprite without linear filtering
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if ((m_upscale_multiplier > 1) && (m_vt.m_primclass == GS_SPRITE_CLASS) && (PRIM->FST)) {
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if ((m_upscale_multiplier > 1) && (m_vt.m_primclass == GS_SPRITE_CLASS)) {
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// TODO: It could be a good idea to check context->CLAMP.WMS/WMT values on the following hack
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// TODO: It could be a good idea to check context->CLAMP.WMS/WMT values on the following hack
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size_t count = m_vertex.next;
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size_t count = m_vertex.next;
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@ -487,12 +487,16 @@ void GSRendererHW::Draw()
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}
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}
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}
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}
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if (PRIM->FST) {
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if ((m_userhacks_round_sprite_offset > 1) || (m_userhacks_round_sprite_offset == 1 && !m_vt.IsLinear())) {
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if ((m_userhacks_round_sprite_offset > 1) || (m_userhacks_round_sprite_offset == 1 && !m_vt.IsLinear())) {
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if (m_vt.IsLinear())
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if (m_vt.IsLinear())
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RoundSpriteOffset<true>();
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RoundSpriteOffset<true>();
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else
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else
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RoundSpriteOffset<false>();
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RoundSpriteOffset<false>();
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}
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}
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} else {
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; // vertical line in Yakuza (note check m_userhacks_align_sprite_X behavior)
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}
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}
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}
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//
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//
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