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GS/HW: Adjust target lookup to better check on source match
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@ -2481,7 +2481,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
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const bool width_match = (t->m_TEX0.TBW == TEX0.TBW || (TEX0.TBW == 1 && draw_rect.w <= GSLocalMemory::m_psm[t->m_TEX0.PSM].pgs.y));
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const bool ds_offset = !ds || offset != 0;
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const bool is_double_buffer = TEX0.TBP0 == ((((t->m_end_block + 1) - t->m_TEX0.TBP0) / 2) + t->m_TEX0.TBP0);
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const bool source_match = src && src->m_TEX0.TBP0 == bp && src->m_TEX0.TBW == TEX0.TBW && src->m_from_target && src->m_from_target == t;
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const bool source_match = src && src->m_TEX0.TBP0 <= bp && src->m_end_block > bp && src->m_TEX0.TBW == TEX0.TBW && src->m_from_target && src->m_from_target == t && t->Inside(bp, TEX0.TBW, TEX0.PSM, min_rect);
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const bool was_used_last_draw = t->m_last_draw == (GSState::s_n - 1);
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// if it's a shuffle, some games tend to offset back by a page, such as Tomb Raider, for no disernable reason, but it then causes problems.
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// This can also happen horizontally (Catwoman moves everything one page left with shuffles), but this is too messy to deal with right now.
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