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TJnotJTlightningterror
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GS: Fix typos in GSState::EarlyDetectShuffle().
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pcsx2/GS/GSState.cpp

Lines changed: 19 additions & 11 deletions
Original file line numberDiff line numberDiff line change
@@ -4003,7 +4003,6 @@ __forceinline bool GSState::EarlyDetectShuffle(u32 prim)
40034003

40044004
const GSVertex* RESTRICT vertex = &m_vertex.buff[0];
40054005
const u16* RESTRICT index = &m_index.buff[0];
4006-
const GSVector4i& o = m_xyof;
40074006

40084007
if (GSLocalMemory::m_psm[m_context->FRAME.PSM].bpp == 16 && GSLocalMemory::m_psm[m_context->TEX0.PSM].bpp == 16)
40094008
{
@@ -4023,6 +4022,7 @@ __forceinline bool GSState::EarlyDetectShuffle(u32 prim)
40234022
{
40244023
const float q0 = vertex[index[0]].RGBAQ.Q == 0.0f ? FLT_MIN : vertex[index[0]].RGBAQ.Q;
40254024
u0 = static_cast<int>((1 << m_context->TEX0.TW) * (vertex[index[0]].ST.S / q0) * 16.0f);
4025+
40264026
const float qn = m_v.RGBAQ.Q == 0.0f ? FLT_MIN : m_v.RGBAQ.Q;
40274027
un = static_cast<int>((1 << m_context->TEX0.TW) * (m_v.ST.S / qn) * 16.0f);
40284028
}
@@ -4044,6 +4044,7 @@ __forceinline bool GSState::EarlyDetectShuffle(u32 prim)
40444044

40454045
const int x0 = static_cast<int>(vertex[index[0]].XYZ.X) - static_cast<int>(m_context->XYOFFSET.OFX);
40464046
const int y0 = static_cast<int>(vertex[index[0]].XYZ.Y) - static_cast<int>(m_context->XYOFFSET.OFY);
4047+
40474048
const int x1 = static_cast<int>(vertex[index[1]].XYZ.X) - static_cast<int>(m_context->XYOFFSET.OFX);
40484049
const int y1 = static_cast<int>(vertex[index[1]].XYZ.Y) - static_cast<int>(m_context->XYOFFSET.OFY);
40494050

@@ -4053,17 +4054,20 @@ __forceinline bool GSState::EarlyDetectShuffle(u32 prim)
40534054
{
40544055
u0 = static_cast<int>(vertex[index[0]].U);
40554056
v0 = static_cast<int>(vertex[index[0]].V);
4057+
40564058
u1 = static_cast<int>(vertex[index[1]].U);
40574059
v1 = static_cast<int>(vertex[index[1]].V);
40584060
}
40594061
else
40604062
{
4061-
const float q0 = vertex[index[0]].RGBAQ.Q == 0.0f ? FLT_MIN : vertex[index[0]].RGBAQ.Q;
4062-
u0 = static_cast<int>((1 << m_context->TEX0.TW) * (vertex[index[0]].ST.S / q0) * 16.0f);
4063-
v0 = static_cast<int>((1 << m_context->TEX0.TH) * (vertex[index[0]].ST.T / q0) * 16.0f);
4063+
// Sprites have constant Q so use the second.
40644064
const float q1 = vertex[index[1]].RGBAQ.Q == 0.0f ? FLT_MIN : vertex[index[1]].RGBAQ.Q;
4065-
u1 = static_cast<int>((1 << m_context->TEX0.TW) * (vertex[index[1]].ST.S / q0) * 16.0f);
4066-
v1 = static_cast<int>((1 << m_context->TEX0.TH) * (vertex[index[1]].ST.T / q0) * 16.0f);
4065+
4066+
u0 = static_cast<int>((1 << m_context->TEX0.TW) * (vertex[index[0]].ST.S / q1) * 16.0f);
4067+
v0 = static_cast<int>((1 << m_context->TEX0.TH) * (vertex[index[0]].ST.T / q1) * 16.0f);
4068+
4069+
u1 = static_cast<int>((1 << m_context->TEX0.TW) * (vertex[index[1]].ST.S / q1) * 16.0f);
4070+
v1 = static_cast<int>((1 << m_context->TEX0.TH) * (vertex[index[1]].ST.T / q1) * 16.0f);
40674071
}
40684072

40694073
// Check that the source and destination sprite are exactly 8 pixel squares.
@@ -4093,6 +4097,7 @@ __forceinline bool GSState::EarlyDetectShuffle(u32 prim)
40934097

40944098
const int x0 = static_cast<int>(vertex[index[0]].XYZ.X) - static_cast<int>(m_context->XYOFFSET.OFX);
40954099
const int y0 = static_cast<int>(vertex[index[0]].XYZ.Y) - static_cast<int>(m_context->XYOFFSET.OFY);
4100+
40964101
const int x1 = static_cast<int>(vertex[index[1]].XYZ.X) - static_cast<int>(m_context->XYOFFSET.OFX);
40974102
const int y1 = static_cast<int>(vertex[index[1]].XYZ.Y) - static_cast<int>(m_context->XYOFFSET.OFY);
40984103

@@ -4102,17 +4107,20 @@ __forceinline bool GSState::EarlyDetectShuffle(u32 prim)
41024107
{
41034108
u0 = static_cast<int>(vertex[index[0]].U);
41044109
v0 = static_cast<int>(vertex[index[0]].V);
4110+
41054111
u1 = static_cast<int>(vertex[index[1]].U);
41064112
v1 = static_cast<int>(vertex[index[1]].V);
41074113
}
41084114
else
41094115
{
4110-
const float q0 = vertex[index[0]].RGBAQ.Q == 0.0f ? FLT_MIN : vertex[index[0]].RGBAQ.Q;
4111-
u0 = static_cast<int>((1 << m_context->TEX0.TW) * (vertex[index[0]].ST.S / q0) * 16.0f);
4112-
v0 = static_cast<int>((1 << m_context->TEX0.TH) * (vertex[index[0]].ST.T / q0) * 16.0f);
4116+
// Sprites have constant Q so use the second.
41134117
const float q1 = vertex[index[1]].RGBAQ.Q == 0.0f ? FLT_MIN : vertex[index[1]].RGBAQ.Q;
4114-
u1 = static_cast<int>((1 << m_context->TEX0.TW) * (vertex[index[1]].ST.S / q0) * 16.0f);
4115-
v1 = static_cast<int>((1 << m_context->TEX0.TH) * (vertex[index[1]].ST.T / q0) * 16.0f);
4118+
4119+
u0 = static_cast<int>((1 << m_context->TEX0.TW) * (vertex[index[0]].ST.S / q1) * 16.0f);
4120+
v0 = static_cast<int>((1 << m_context->TEX0.TH) * (vertex[index[0]].ST.T / q1) * 16.0f);
4121+
4122+
u1 = static_cast<int>((1 << m_context->TEX0.TW) * (vertex[index[1]].ST.S / q1) * 16.0f);
4123+
v1 = static_cast<int>((1 << m_context->TEX0.TH) * (vertex[index[1]].ST.T / q1) * 16.0f);
41164124
}
41174125

41184126
// Check that the source and destination sprite are exactly 8 pixel squares.

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