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GS/HW: Adjust shuffle predetect for only texture formats under 32bit
1 parent 5e3ad28 commit 9972c91

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Lines changed: 1 addition & 1 deletion

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pcsx2/GS/Renderers/HW/GSRendererHW.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -3435,7 +3435,7 @@ void GSRendererHW::Draw()
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bool shuffle_target = false;
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const u32 page_alignment = GSLocalMemory::IsPageAlignedMasked(m_cached_ctx.TEX0.PSM, m_r);
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const bool page_aligned = (page_alignment & 0xF0F0) != 0; // Make sure Y is page aligned.
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if (!no_rt && page_aligned && m_cached_ctx.ZBUF.ZMSK && GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].bpp == 16 && GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].bpp >= 16 &&
3438+
if (!no_rt && page_aligned && m_cached_ctx.ZBUF.ZMSK && GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].bpp == 16 && GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].trbpp <= 16 &&
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(m_vt.m_primclass == GS_SPRITE_CLASS || (m_vt.m_primclass == GS_TRIANGLE_CLASS && (m_index->tail % 6) == 0 && TrianglesAreQuads(true) && m_index->tail > 6)))
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{
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// Tail check is to make sure we have enough strips to go all the way across the page, or if it's using a region clamp could be used to draw strips.

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