From f64488f8184d8c4545f6f1935fce67d0553c82e9 Mon Sep 17 00:00:00 2001 From: Jonathan Li Date: Tue, 6 Feb 2018 00:03:25 +0000 Subject: [PATCH] gsdx:d3d: Fix fbmask conversion on texture shuffle Port of 6580f4922fcee77db8cf9225a70db781b53c12a8. --- plugins/GSdx/GSRendererDX.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/plugins/GSdx/GSRendererDX.cpp b/plugins/GSdx/GSRendererDX.cpp index 266d75eed7..acf283bb78 100644 --- a/plugins/GSdx/GSRendererDX.cpp +++ b/plugins/GSdx/GSRendererDX.cpp @@ -499,7 +499,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc // Please bang my head against the wall! // 1/ Reduce the frame mask to a 16 bit format const uint32& m = m_context->FRAME.FBMSK; - uint32 fbmask = ((m >> 3) & 0x1F) | ((m >> 6) & 0x3E0) | ((m >> 9) & 0x7C00) | ((m >> 31) & 0x8000); + uint32 fbmask = ((m >> 3) & 0x1F) | ((m >> 6) & 0x3E0) | ((m >> 9) & 0x7C00) | ((m >> 16) & 0x8000); om_bsel.wrgba = 0; // 2 Select the new mask (Please someone put SSE here)