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Water effect fix #2: If ForceLowerResolutionForEffects, don't upscale textures participating in small-resolution passes.
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1 changed files with 6 additions and 0 deletions
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@ -2348,6 +2348,12 @@ bool TextureCacheCommon::PrepareBuildTexture(BuildTexturePlan &plan, TexCacheEnt
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plan.scaleFactor = 1;
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}
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if (PSP_CoreParameter().compat.flags().ForceLowerResolutionForEffectsOn && gstate.FrameBufStride() < 0x1E0) {
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// A bit of an esoteric workaround - force off upscaling for static textures that participate directly in small-resolution framebuffer effects.
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// This fixes the water in Outrun/DiRT 2 with upscaling enabled.
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plan.scaleFactor = 1;
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}
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if ((entry->status & TexCacheEntry::STATUS_CHANGE_FREQUENT) != 0 && plan.scaleFactor != 1 && plan.slowScaler) {
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// Remember for later that we /wanted/ to scale this texture.
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entry->status |= TexCacheEntry::STATUS_TO_SCALE;
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