rsx: Restore previous (incorrect) low-precision format handling

This commit is contained in:
kd-11 2024-11-26 01:07:47 +03:00
parent 474e722b17
commit d4c7c8b686

View file

@ -2604,10 +2604,14 @@ namespace rsx
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.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)
{
case CELL_GCM_TEXTURE_A1R5G5B5: