GPU: Use correct texture page size in overlap tracking
This commit is contained in:
@ -272,8 +272,9 @@ void GPU_HW::IncludeVRAMDityRectangle(const Common::Rectangle<u32>& rect)
|
||||
|
||||
// the vram area can include the texture page, but the game can leave it as-is. in this case, set it as dirty so the
|
||||
// shadow texture is updated
|
||||
if (m_draw_mode.GetTexturePageRectangle().Intersects(rect) ||
|
||||
m_draw_mode.GetTexturePaletteRectangle().Intersects(rect))
|
||||
if (!m_draw_mode.IsTexturePageChanged() &&
|
||||
(m_draw_mode.GetTexturePageRectangle().Intersects(rect) ||
|
||||
m_draw_mode.IsUsingPalette() && m_draw_mode.GetTexturePaletteRectangle().Intersects(rect)))
|
||||
{
|
||||
m_draw_mode.SetTexturePageChanged();
|
||||
}
|
||||
@ -306,8 +307,9 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
|
||||
if (m_draw_mode.IsTexturePageChanged())
|
||||
{
|
||||
m_draw_mode.ClearTexturePageChangedFlag();
|
||||
if (m_vram_dirty_rect.Valid() && (m_draw_mode.GetTexturePageRectangle().Intersects(m_vram_dirty_rect) ||
|
||||
m_draw_mode.GetTexturePaletteRectangle().Intersects(m_vram_dirty_rect)))
|
||||
if (m_vram_dirty_rect.Valid() &&
|
||||
(m_draw_mode.GetTexturePageRectangle().Intersects(m_vram_dirty_rect) ||
|
||||
(m_draw_mode.IsUsingPalette() && m_draw_mode.GetTexturePaletteRectangle().Intersects(m_vram_dirty_rect))))
|
||||
{
|
||||
Log_DevPrintf("Invalidating VRAM read cache due to drawing area overlap");
|
||||
if (!IsFlushed())
|
||||
|
||||
Reference in New Issue
Block a user