gsdx tc: report unsupported depth read path

Help to debug depth issue  (aka lighting effects pass through wall)
This commit is contained in:
Gregory Hainaut 2016-04-03 11:17:02 +02:00
parent ee08a6fc53
commit 00643dbdfb
1 changed files with 5 additions and 1 deletions

View File

@ -717,8 +717,10 @@ void GSTextureCache::InvalidateLocalMem(GSOffset* off, const GSVector4i& r)
//uint32 bw = off->bw;
// No depth handling please.
if (psm == PSM_PSMZ32 || psm == PSM_PSMZ24 || psm == PSM_PSMZ16 || psm == PSM_PSMZ16S)
if (psm == PSM_PSMZ32 || psm == PSM_PSMZ24 || psm == PSM_PSMZ16 || psm == PSM_PSMZ16S) {
GL_INS("ERROR: InvalidateLocalMem depth format isn't supported");
return;
}
// This is a shorter but potentially slower version of the below, commented out code.
// It works for all the games mentioned below and fixes a couple of other ones as well
@ -753,6 +755,8 @@ void GSTextureCache::InvalidateLocalMem(GSOffset* off, const GSVector4i& r)
Read(t, r.rintersect(t->m_valid));
}
}
} else {
GL_INS("ERROR: InvalidateLocalMem target is a depth format");
}
}