GS/HW: Remove clamp hack for edge garbage.

Not seemingly required anymore, might be because NS is a thing.
This commit is contained in:
refractionpcsx2 2025-11-05 23:16:53 +00:00 committed by lightningterror
parent 00876e7076
commit 51c31347df

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@ -6717,7 +6717,7 @@ __ri void GSRendererHW::EmulateTextureSampler(const GSTextureCache::Target* rt,
// Bigger problem when WH is 1024x1024 and the target is only small.
// This "fixes" a lot of the rainbow garbage in games when upscaling (and xenosaga shadows + VP2 forest seem quite happy).
// Note that this is done on the original texture scale, during upscales it can mess up otherwise.
const GSVector4 region_clamp_offset = GSVector4::cxpr(0.5f, 0.5f, 0.1f, 0.1f) + (GSVector4::cxpr(0.1f, 0.1f, 0.0f, 0.0f) * tex->GetScale());
const GSVector4 region_clamp_offset = GSVector4::cxpr(0.5f, 0.5f, 0.1f, 0.1f);
const GSVector4 region_clamp = (GSVector4(clamp) + region_clamp_offset) / WH.xyxy();
if (wms >= CLAMP_REGION_CLAMP)