gsdx: always set texture shuffle flag

Avoid bad effects in 16 bits RT games
This commit is contained in:
Gregory Hainaut 2015-07-30 09:15:04 +02:00
parent 7aa36133de
commit f4e881ad30
1 changed files with 13 additions and 13 deletions

View File

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