Skip direct blocktransfer draw in buffered.
It isn't needed anymore, and causes glitches in Tales of Phantasia X.
This commit is contained in:
parent
125a440e71
commit
375bc34c4b
1 changed files with 2 additions and 3 deletions
|
@ -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)) {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue