diff --git a/GPU/GLES/Framebuffer.cpp b/GPU/GLES/Framebuffer.cpp index fab2955072..e145959ad6 100644 --- a/GPU/GLES/Framebuffer.cpp +++ b/GPU/GLES/Framebuffer.cpp @@ -876,7 +876,7 @@ void FramebufferManager::DoSetRenderFrameBuffer() { gstate_c.cutRTOffsetX = 0; for (i = 0; i < vfbs_.size(); ++i) { VirtualFramebuffer *v = vfbs_[i]; - if (MaskedEqual(v->fb_address, fb_address)) { + if (v->fb_address == fb_address) { vfb = v; // Update fb stride in case it changed vfb->fb_stride = fb_stride; @@ -935,7 +935,7 @@ void FramebufferManager::DoSetRenderFrameBuffer() { float renderWidthFactor = (float)PSP_CoreParameter().renderWidth / 480.0f; float renderHeightFactor = (float)PSP_CoreParameter().renderHeight / 272.0f; - if (hackForce04154000Download_ && MaskedEqual(fb_address, 0x04154000)) { + if (hackForce04154000Download_ && fb_address == 0x00154000) { renderWidthFactor = 1.0; renderHeightFactor = 1.0; } @@ -997,18 +997,18 @@ void FramebufferManager::DoSetRenderFrameBuffer() { // Let's check for depth buffer overlap. Might be interesting. bool sharingReported = false; for (size_t i = 0, end = vfbs_.size(); i < end; ++i) { - if (vfbs_[i]->z_stride != 0 && MaskedEqual(fb_address, vfbs_[i]->z_address)) { + if (vfbs_[i]->z_stride != 0 && fb_address == vfbs_[i]->z_address) { // If it's clearing it, most likely it just needs more video memory. // Technically it could write something interesting and the other might not clear, but that's not likely. if (!gstate.isModeClear() || !gstate.isClearModeColorMask() || !gstate.isClearModeAlphaMask()) { WARN_LOG_REPORT(SCEGE, "FBO created from existing depthbuffer as color, %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address); } - } else if (z_stride != 0 && MaskedEqual(z_address, vfbs_[i]->fb_address)) { + } else if (z_stride != 0 && z_address == vfbs_[i]->fb_address) { // If it's clearing it, then it's probably just the reverse of the above case. if (!gstate.isModeClear() || !gstate.isClearModeDepthMask()) { WARN_LOG_REPORT(SCEGE, "FBO using existing buffer as depthbuffer, %08x/%08x and %08x/%08x", fb_address, z_address, vfbs_[i]->fb_address, vfbs_[i]->z_address); } - } else if (vfbs_[i]->z_stride != 0 && MaskedEqual(z_address, vfbs_[i]->z_address) && fb_address != vfbs_[i]->fb_address && !sharingReported) { + } else if (vfbs_[i]->z_stride != 0 && z_address == vfbs_[i]->z_address && fb_address != vfbs_[i]->fb_address && !sharingReported) { // This happens a lot, but virtually always it's cleared. // It's possible the other might not clear, but when every game is reported it's not useful. if (!gstate.isModeClear() || !gstate.isClearModeDepthMask()) { @@ -1115,7 +1115,7 @@ void FramebufferManager::BlitFramebufferDepth(VirtualFramebuffer *sourceframebuf return; } - if (MaskedEqual(sourceframebuffer->z_address, targetframebuffer->z_address) && + if (sourceframebuffer->z_address == targetframebuffer->z_address && sourceframebuffer->z_stride != 0 && targetframebuffer->z_stride != 0 && sourceframebuffer->renderWidth == targetframebuffer->renderWidth && @@ -1180,7 +1180,7 @@ void FramebufferManager::BindFramebufferColor(VirtualFramebuffer *framebuffer, b if (GPUStepping::IsStepping()) { skipCopy = true; } - if (!skipCopy && currentRenderVfb_ && MaskedEqual(framebuffer->fb_address, gstate.getFrameBufRawAddress())) { + if (!skipCopy && currentRenderVfb_ && framebuffer->fb_address == gstate.getFrameBufRawAddress()) { // TODO: Maybe merge with bvfbs_? Not sure if those could be packing, and they're created at a different size. FBO *renderCopy = GetTempFBO(framebuffer->renderWidth, framebuffer->renderHeight, framebuffer->colorDepth); if (renderCopy) { @@ -1342,7 +1342,7 @@ void FramebufferManager::CopyDisplayToOutput() { } inline bool FramebufferManager::ShouldDownloadFramebuffer(const VirtualFramebuffer *vfb) const { - return updateVRAM_ || (hackForce04154000Download_ && MaskedEqual(vfb->fb_address, 0x04154000)); + return updateVRAM_ || (hackForce04154000Download_ && vfb->fb_address == 0x00154000); } void FramebufferManager::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool sync, int x, int y, int w, int h) { @@ -1363,7 +1363,7 @@ void FramebufferManager::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool s // We maintain a separate vector of framebuffer objects for blitting. for (size_t i = 0; i < bvfbs_.size(); ++i) { VirtualFramebuffer *v = bvfbs_[i]; - if (MaskedEqual(v->fb_address, vfb->fb_address) && v->format == vfb->format) { + if (v->fb_address == vfb->fb_address && v->format == vfb->format) { if (v->bufferWidth == vfb->bufferWidth && v->bufferHeight == vfb->bufferHeight) { nvfb = v; v->fb_stride = vfb->fb_stride;