Fix an issue where the 'Xbox CreateDevice did not call SetRenderTarget' test case would be incorrectly flagged if no depth stencil was provided
This commit is contained in:
parent
db640d5b6f
commit
e17d872356
|
@ -2962,7 +2962,7 @@ void Direct3D_CreateDevice_End()
|
|||
// We fix the situation by calling the Xbox GetRenderTarget function, which immediately after CreateDevice
|
||||
// WILL always return the Backbuffer!
|
||||
// Test Case: Shin Megami Tensei: Nine
|
||||
if (g_pXbox_BackBufferSurface == xbnullptr || g_pXbox_DefaultDepthStencilSurface == xbnullptr) {
|
||||
if (g_pXbox_BackBufferSurface == xbnullptr && g_pXbox_DefaultDepthStencilSurface == xbnullptr) {
|
||||
// First, log the test case
|
||||
LOG_TEST_CASE("Xbox CreateDevice did not call SetRenderTarget");
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue