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gsdx ogl: fix a regression on Okami
Strangely the game uses large texture to handle texture buffer. I think it plays with WMS/WMT. I'm not sure texture shuffling is 100% correct here. But without it, it's completely broken.
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@ -280,8 +280,8 @@ void GSRendererOGL::EmulateTextureShuffleAndFbmask()
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size_t count = m_vertex.next;
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GSVertex* v = &m_vertex.buff[0];
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// Shadow_of_memories_Shadow_Flickering
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if (m_texture_shuffle && count < 3 && PRIM->FST) {
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// Shadow_of_memories_Shadow_Flickering (Okami mustn't call this code)
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if (m_texture_shuffle && count < 3 && PRIM->FST && (m_context->FRAME.FBMSK == 0)) {
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// Avious dubious call to m_texture_shuffle on 16 bits games
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// The pattern is severals column of 8 pixels. A single sprite
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// smell fishy but a big sprite is wrong.
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