mirror of https://github.com/PCSX2/pcsx2.git
gsdx: always set texture shuffle flag
Avoid bad effects in 16 bits RT games
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@ -404,20 +404,20 @@ void GSRendererHW::Draw()
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m_mem.m_clut.Read32(context->TEX0, env.TEXA);
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m_mem.m_clut.Read32(context->TEX0, env.TEXA);
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}
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}
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if (rt) {
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// Hypothesis: texture shuffle is used as a postprocessing effect so texture will be an old target.
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// Hypothesis: texture shuffle is used as a postprocessing effect so texture will be an old target.
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// Initially code also tested the RT but it gives too much false-positive
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// Initially code also tested the RT but it gives too much false-positive
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//
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//
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// Both input and output are 16 bits and texture was initially 32 bits!
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// Both input and output are 16 bits and texture was initially 32 bits!
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m_texture_shuffle = (context->FRAME.PSM & 0x2) && ((context->TEX0.PSM & 3) == 2) && (m_vt.m_primclass == GS_SPRITE_CLASS) && tex->m_32_bits_fmt;
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m_texture_shuffle = (context->FRAME.PSM & 0x2) && ((context->TEX0.PSM & 3) == 2) && (m_vt.m_primclass == GS_SPRITE_CLASS) && tex->m_32_bits_fmt;
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// Be sure texture shuffle detection is properly propagated
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// Texture shuffle is not yet supported with strange clamp mode
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// Otherwise set or clear the flag (Code in texture cache only set the flag)
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ASSERT(!m_texture_shuffle || (context->CLAMP.WMS < 3 && context->CLAMP.WMT < 3));
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rt->m_32_bits_fmt = m_texture_shuffle || !(context->FRAME.PSM & 0x2);
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}
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if (rt) {
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// Texture shuffle is not yet supported with strange clamp mode
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// Be sure texture shuffle detection is properly propagated
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ASSERT(!m_texture_shuffle || (context->CLAMP.WMS < 3 && context->CLAMP.WMT < 3));
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// Otherwise set or clear the flag (Code in texture cache only set the flag)
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}
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// Note: it is important to clear the flag when RT is used as a real 16 bits target.
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rt->m_32_bits_fmt = m_texture_shuffle || !(context->FRAME.PSM & 0x2);
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}
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}
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if(s_dump)
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if(s_dump)
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