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rsx: Restore previous (incorrect) low-precision format handling
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@ -2604,10 +2604,14 @@ namespace rsx
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rsx_log.error("Depth texture bound to pipeline with unexpected format 0x%X", format);
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}
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}
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else if (!backend_config.supports_hw_renormalization &&
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else if (!backend_config.supports_hw_renormalization /* &&
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tex.min_filter() == rsx::texture_minify_filter::nearest &&
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tex.mag_filter() == rsx::texture_magnify_filter::nearest)
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tex.mag_filter() == rsx::texture_magnify_filter::nearest*/)
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{
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// FIXME: This check should only apply to point-sampled textures. However, it severely regresses some games (id tech 5).
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// This is because even when filtering is active, the error from the PS3 texture expansion still applies.
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// A proper fix is to expand these formats into BGRA8 when high texture precision is required. That requires different GUI settings and inflation shaders, so it will be handled separately.
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switch (format)
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{
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case CELL_GCM_TEXTURE_A1R5G5B5:
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