GS/HW: Don't clamp negative coords to 0 in texture shuffle detection.

This commit is contained in:
TJnotJT
2026-03-17 20:07:47 -04:00
committed by lightningterror
parent 7e8e0d4744
commit 1356f282d0
+1 -1
View File
@@ -386,7 +386,7 @@ void GSRendererHW::ConvertSpriteTextureShuffle(u32& process_rg, u32& process_ba,
const bool rev_pos = v[prim].XYZ.X > v[prim + 1].XYZ.X;
const GSVertex& first_vert = rev_pos ? v[prim + 1] : v[prim];
const GSVertex& second_vert = rev_pos ? v[prim] : v[prim + 1];
const int pos = std::max(static_cast<int>(first_vert.XYZ.X) - static_cast<int>(o.OFX), 0) & 0xFF;
const int pos = (static_cast<int>(first_vert.XYZ.X) - static_cast<int>(o.OFX)) & 0xFF;
// Read texture is 8 to 16 pixels (same as above)
const float tw = static_cast<float>(1u << m_cached_ctx.TEX0.TW);