From 0e3491bd580eaa9661e58054d74e9bb5b1d1d600 Mon Sep 17 00:00:00 2001 From: Gregory Hainaut Date: Sat, 15 Aug 2015 18:50:17 +0200 Subject: [PATCH] gsdx-ogl: always do RW RT check Jak uses it with triangle rendering. --- plugins/GSdx/GSRendererOGL.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/plugins/GSdx/GSRendererOGL.cpp b/plugins/GSdx/GSRendererOGL.cpp index 8439f32903..acfbf7c12e 100644 --- a/plugins/GSdx/GSRendererOGL.cpp +++ b/plugins/GSdx/GSRendererOGL.cpp @@ -570,14 +570,14 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour if ((DATE || m_sw_blending) && GLLoader::found_GL_ARB_texture_barrier && (m_vt.m_primclass == GS_SPRITE_CLASS)) { // Except 2D games, sprites are often use for special post-processing effect m_prim_overlap = PrimitiveOverlap(); -#ifdef ENABLE_OGL_DEBUG - if ((m_prim_overlap != PRIM_OVERLAP_NO) && (m_context->FRAME.Block() == m_context->TEX0.TBP0) && (m_vertex.next > 2)) { - GL_INS("ERROR: Source and Target are the same!"); - } -#endif } else { m_prim_overlap = PRIM_OVERLAP_UNKNOW; } +#ifdef ENABLE_OGL_DEBUG + if (m_sw_blending && (m_prim_overlap != PRIM_OVERLAP_NO) && (m_context->FRAME.Block() == m_context->TEX0.TBP0) && (m_vertex.next > 2)) { + GL_INS("ERROR: Source and Target are the same!"); + } +#endif require_barrier |= EmulateTextureShuffleAndFbmask(ps_sel, om_csel);