gsdx:d3d: Fix fbmask conversion on texture shuffle

Port of 6580f4922f.
This commit is contained in:
Jonathan Li 2018-02-06 00:03:25 +00:00
parent 75c803df11
commit f64488f818
1 changed files with 1 additions and 1 deletions

View File

@ -499,7 +499,7 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
// Please bang my head against the wall! // Please bang my head against the wall!
// 1/ Reduce the frame mask to a 16 bit format // 1/ Reduce the frame mask to a 16 bit format
const uint32& m = m_context->FRAME.FBMSK; 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; om_bsel.wrgba = 0;
// 2 Select the new mask (Please someone put SSE here) // 2 Select the new mask (Please someone put SSE here)