mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: always do RW RT check
Jak uses it with triangle rendering.
This commit is contained in:
parent
c7b2f9d1d2
commit
0e3491bd58
|
@ -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)) {
|
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
|
// Except 2D games, sprites are often use for special post-processing effect
|
||||||
m_prim_overlap = PrimitiveOverlap();
|
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 {
|
} else {
|
||||||
m_prim_overlap = PRIM_OVERLAP_UNKNOW;
|
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);
|
require_barrier |= EmulateTextureShuffleAndFbmask(ps_sel, om_csel);
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue