mirror of https://github.com/PCSX2/pcsx2.git
gsdx tc: report unsupported depth read path
Help to debug depth issue (aka lighting effects pass through wall)
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@ -717,8 +717,10 @@ void GSTextureCache::InvalidateLocalMem(GSOffset* off, const GSVector4i& r)
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//uint32 bw = off->bw;
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// No depth handling please.
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if (psm == PSM_PSMZ32 || psm == PSM_PSMZ24 || psm == PSM_PSMZ16 || psm == PSM_PSMZ16S)
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if (psm == PSM_PSMZ32 || psm == PSM_PSMZ24 || psm == PSM_PSMZ16 || psm == PSM_PSMZ16S) {
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GL_INS("ERROR: InvalidateLocalMem depth format isn't supported");
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return;
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}
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// This is a shorter but potentially slower version of the below, commented out code.
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// It works for all the games mentioned below and fixes a couple of other ones as well
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@ -753,6 +755,8 @@ void GSTextureCache::InvalidateLocalMem(GSOffset* off, const GSVector4i& r)
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Read(t, r.rintersect(t->m_valid));
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}
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}
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} else {
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GL_INS("ERROR: InvalidateLocalMem target is a depth format");
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}
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}
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