gsdx-ogl: always do RW RT check

Jak uses it with triangle rendering.
This commit is contained in:
Gregory Hainaut 2015-08-15 18:50:17 +02:00
parent c7b2f9d1d2
commit 0e3491bd58
1 changed files with 5 additions and 5 deletions

View File

@ -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);