From f48e4966bb38297a57725755a589e549b3db2198 Mon Sep 17 00:00:00 2001 From: Jack Chen Date: Sat, 21 Oct 2023 04:33:27 +0800 Subject: [PATCH] disable data transfer from render target to xbox for vertex buffers. for now. todo: need a new cache implementation and dirty/check logic. --- src/core/hle/D3D8/Direct3D9/Direct3D9.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/core/hle/D3D8/Direct3D9/Direct3D9.cpp b/src/core/hle/D3D8/Direct3D9/Direct3D9.cpp index b14119b34..ba8cbd184 100644 --- a/src/core/hle/D3D8/Direct3D9/Direct3D9.cpp +++ b/src/core/hle/D3D8/Direct3D9/Direct3D9.cpp @@ -12769,11 +12769,12 @@ void CxbxrImpl_SetRenderTarget IDirect3DSurface *pHostDepthStencil = nullptr; //check if previous render target data offset has duplicate with vertex buffer data offset in cache. If the data offset of previous render target is cached, we have to transfer the data from host surface to xbox surface. + /* if(g_pXbox_RenderTarget!=nullptr) if (IsDataOffsetCachedVertexBuffer(g_pXbox_RenderTarget->Data)) { LoadSurfaceDataFromHost(g_pXbox_RenderTarget); } - + */ // In Xbox titles, CreateDevice calls SetRenderTarget for the back buffer // We can use this to determine the Xbox backbuffer surface for later use! if (g_pXbox_BackBufferSurface == xbox::zeroptr && pRenderTarget != nullptr) {