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GSDX: partially revert texture cache changes for now. Compat probably back to normal, some glitchy textures are probably differently glitchy, the other changes might improve some games, performance probably much the same as ever.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5300 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -452,10 +452,7 @@ void GSTextureCache::InvalidateLocalMem(GSOffset* o, const GSVector4i& r)
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// note: r.rintersect breaks Wizardry and Chaos Legion
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// Read(t, t->m_valid) works in all tested games but is very slow in GUST titles ><
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if (r.x == 0 && r.y == 0) // Full screen read?
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{
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Read(t, t->m_valid);
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t->m_valid = GSVector4i::zero();
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}
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else // Block level read?
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Read(t, r.rintersect(t->m_valid));
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}
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@ -586,9 +583,6 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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bool hack = false;
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if (dst)
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dst->Update();
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if(m_spritehack && (TEX0.PSM == PSM_PSMT8 || TEX0.PSM == PSM_PSMT8H))
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{
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src->m_spritehack_t = true;
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@ -599,14 +593,21 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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else
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src->m_spritehack_t = false;
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if (dst && dst->m_type == RenderTarget
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&& (dst->m_TEX0.PSM == TEX0.PSM || dst->m_TEX0.PSM == PSM_PSMCT32 && TEX0.PSM == PSM_PSMCT24
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|| m_paltex && dst->m_TEX0.PSM == PSM_PSMCT32 && TEX0.PSM == PSM_PSMT8H))
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if (dst)
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{
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// TODO: clean up this mess
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src->m_target = true;
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if(dst->m_type != RenderTarget)
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{
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// TODO
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delete src;
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return NULL;
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}
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dst->Update();
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GSTexture* tmp = NULL;
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if(dst->m_texture->IsMSAA())
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@ -773,11 +774,6 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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}
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else
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{
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if (dst)
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{
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Read(dst, dst->m_valid);
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dst->m_valid = GSVector4i::zero();
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}
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if (m_paltex && psm.pal > 0)
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{
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src->m_texture = m_renderer->m_dev->CreateTexture(tw, th, Get8bitFormat());
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