Skip direct blocktransfer draw in buffered.

It isn't needed anymore, and causes glitches in Tales of Phantasia X.
This commit is contained in:
Unknown W. Brackets 2014-06-08 17:29:53 -07:00
parent 125a440e71
commit 375bc34c4b

View file

@ -2227,9 +2227,8 @@ void FramebufferManager::NotifyBlockTransferAfter(u32 dstBasePtr, int dstStride,
// TODO: Is this not handled by upload? Should we check !dstBuffer to avoid a double copy?
if (((backBuffer != 0 && dstBasePtr == backBuffer) ||
(displayBuffer != 0 && dstBasePtr == displayBuffer)) &&
dstStride == 512 && height == 272) {
// TODO: Use displayFormat_ instead of GE_FORMAT_8888?
DrawFramebuffer(Memory::GetPointerUnchecked(dstBasePtr), GE_FORMAT_8888, 512, false);
dstStride == 512 && height == 272 && !useBufferedRendering_) {
DrawFramebuffer(Memory::GetPointerUnchecked(dstBasePtr), displayFormat_, 512, false);
}
if (MayIntersectFramebuffer(srcBasePtr) || MayIntersectFramebuffer(dstBasePtr)) {