From 19431ef675714cb43e73f3e719189d08daff2db7 Mon Sep 17 00:00:00 2001 From: refractionpcsx2 Date: Wed, 29 Nov 2023 00:41:04 +0000 Subject: [PATCH] GS: Fix bug in STQ rounding --- pcsx2/GS/GSState.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/pcsx2/GS/GSState.cpp b/pcsx2/GS/GSState.cpp index 87b2917c95332..80aa184359444 100644 --- a/pcsx2/GS/GSState.cpp +++ b/pcsx2/GS/GSState.cpp @@ -1680,9 +1680,9 @@ void GSState::FlushPrim() // Helps Manhunt (lights shining through objects). // Can help with some alignment issues when upscaling too, and is for both Software and Hardware renderers. // Sometimes hardware doesn't get affected, likely due to the difference in how GPU's handle textures (Persona minimap). - if (m_env.PRIM.TME && (GSUtil::GetPrimClass(PRIM->PRIM) == GS_PRIM_CLASS::GS_SPRITE_CLASS || m_vt.m_eq.z)) + if (PRIM->TME && (GSUtil::GetPrimClass(PRIM->PRIM) == GS_PRIM_CLASS::GS_SPRITE_CLASS || m_vt.m_eq.z)) { - if (!m_env.PRIM.FST) // STQ's + if (!PRIM->FST) // STQ's { const bool is_sprite = GSUtil::GetPrimClass(PRIM->PRIM) == GS_PRIM_CLASS::GS_SPRITE_CLASS; // ST's have the lowest 9 bits (or greater depending on exponent difference) rounding down (from hardware tests).