mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: always do RW RT check
Jak uses it with triangle rendering.
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@ -570,14 +570,14 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
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if ((DATE || m_sw_blending) && GLLoader::found_GL_ARB_texture_barrier && (m_vt.m_primclass == GS_SPRITE_CLASS)) {
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// Except 2D games, sprites are often use for special post-processing effect
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m_prim_overlap = PrimitiveOverlap();
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#ifdef ENABLE_OGL_DEBUG
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if ((m_prim_overlap != PRIM_OVERLAP_NO) && (m_context->FRAME.Block() == m_context->TEX0.TBP0) && (m_vertex.next > 2)) {
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GL_INS("ERROR: Source and Target are the same!");
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}
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#endif
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} else {
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m_prim_overlap = PRIM_OVERLAP_UNKNOW;
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}
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#ifdef ENABLE_OGL_DEBUG
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if (m_sw_blending && (m_prim_overlap != PRIM_OVERLAP_NO) && (m_context->FRAME.Block() == m_context->TEX0.TBP0) && (m_vertex.next > 2)) {
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GL_INS("ERROR: Source and Target are the same!");
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}
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#endif
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require_barrier |= EmulateTextureShuffleAndFbmask(ps_sel, om_csel);
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