mirror of https://github.com/PCSX2/pcsx2.git
b34243fa7b
Game: harley davidson * write tex0 ctx0 * write tex0 ctx1 * draw ctx 0 Previous GSdx behavior will load the clut every write of TEX0. In the above case the draw will take the wrong clut. To be honest, it could be a wrong emulation on the EE core emulation. The hardware likely got a single clut (1KB cache is quite expensive) So clut loading must be skipped if the context is wrong. Next draw will use the ctx1 clut so I apply TEX0 when the context is switched Please test harley davidson :) v2: detect context switch from UpdateContext function V3: always set m_env.CTXT[i].offset.tex, avoid crash (Thanks to FlatOutPS2 that spot the issue) V4: move bad psm correction code (rebase put it in the wrong place) |
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.. | ||
CDVDiso | ||
CDVDisoEFP | ||
CDVDlinuz | ||
CDVDnull | ||
CDVDolio | ||
CDVDpeops | ||
FWnull | ||
GSdx | ||
GSdx_legacy | ||
GSnull | ||
LilyPad | ||
PadNull | ||
PeopsSPU2 | ||
SPU2null | ||
SSSPSXPAD | ||
USBnull | ||
USBqemu | ||
cdvdGigaherz/src | ||
dev9ghzdrk | ||
dev9null | ||
onepad | ||
spu2-x | ||
xpad | ||
zerogs | ||
zerospu2 | ||
zzogl-pg/opengl | ||
CMakeLists.txt |