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GPU: Only load the relevant color components upon writes to the tev color registers.
The other two components need not be valid upon write, hence loading them results in glitches. Fixes issue 6783.
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@ -145,10 +145,10 @@ void SWBPWritten(int address, int newvalue)
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}
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break;
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case BPMEM_TEV_REGISTER_L: // Reg 1
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case BPMEM_TEV_REGISTER_L+2: // Reg 2
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case BPMEM_TEV_REGISTER_L+4: // Reg 3
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case BPMEM_TEV_REGISTER_L+6: // Reg 4
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case BPMEM_TEV_COLOR_RA:
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case BPMEM_TEV_COLOR_RA + 2:
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case BPMEM_TEV_COLOR_RA + 4:
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case BPMEM_TEV_COLOR_RA + 6:
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{
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int regNum = (address >> 1 ) & 0x3;
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TevReg& reg = bpmem.tevregs[regNum];
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@ -160,10 +160,10 @@ void SWBPWritten(int address, int newvalue)
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break;
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}
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case BPMEM_TEV_REGISTER_H: // Reg 1
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case BPMEM_TEV_REGISTER_H+2: // Reg 2
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case BPMEM_TEV_REGISTER_H+4: // Reg 3
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case BPMEM_TEV_REGISTER_H+6: // Reg 4
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case BPMEM_TEV_COLOR_BG:
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case BPMEM_TEV_COLOR_BG + 2:
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case BPMEM_TEV_COLOR_BG + 4:
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case BPMEM_TEV_COLOR_BG + 6:
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{
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int regNum = (address >> 1 ) & 0x3;
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TevReg& reg = bpmem.tevregs[regNum];
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