mirror of
https://github.com/RPCS3/rpcs3.git
synced 2025-03-29 22:20:48 +00:00
rsx: Restore previous (incorrect) low-precision format handling
This commit is contained in:
parent
83c0212b59
commit
4b30e82aee
@ -2604,10 +2604,14 @@ namespace rsx
|
|||||||
rsx_log.error("Depth texture bound to pipeline with unexpected format 0x%X", format);
|
rsx_log.error("Depth texture bound to pipeline with unexpected format 0x%X", format);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if (!backend_config.supports_hw_renormalization &&
|
else if (!backend_config.supports_hw_renormalization /* &&
|
||||||
tex.min_filter() == rsx::texture_minify_filter::nearest &&
|
tex.min_filter() == rsx::texture_minify_filter::nearest &&
|
||||||
tex.mag_filter() == rsx::texture_magnify_filter::nearest)
|
tex.mag_filter() == rsx::texture_magnify_filter::nearest*/)
|
||||||
{
|
{
|
||||||
|
// FIXME: This check should only apply to point-sampled textures. However, it severely regresses some games (id tech 5).
|
||||||
|
// This is because even when filtering is active, the error from the PS3 texture expansion still applies.
|
||||||
|
// 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.
|
||||||
|
|
||||||
switch (format)
|
switch (format)
|
||||||
{
|
{
|
||||||
case CELL_GCM_TEXTURE_A1R5G5B5:
|
case CELL_GCM_TEXTURE_A1R5G5B5:
|
||||||
|
Loading…
x
Reference in New Issue
Block a user