mirror of https://github.com/PCSX2/pcsx2.git
gsdx: don't try to correct depth in primitive trace
Avoid to go above the maximum size allowed by the format Issue #1674
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@ -271,7 +271,7 @@ void GSRendererOGL::EmulateZbuffer()
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ASSERT(m_vt.m_min.p.z > max_z); // sfex capcom logo
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// Fixme :Following conditional fixes some dialog frame in Wild Arms 3, but may not be what was intended.
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if (m_vt.m_min.p.z > max_z) {
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GL_DBG("Bad Z size on %s buffers", psm_str(m_context->ZBUF.PSM));
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GL_DBG("Bad Z size (%f %f) on %s buffers", m_vt.m_min.p.z, m_vt.m_max.p.z, psm_str(m_context->ZBUF.PSM));
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vs_cb.DepthMask = GSVector2i(max_z, max_z);
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m_om_dssel.ztst = ZTST_ALWAYS;
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}
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@ -532,12 +532,8 @@ void GSVertexTrace::CorrectDepthTrace(const void* vertex, int count)
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}
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if (z == v[0].XYZ.Z) {
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m_min.p.z = z;
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m_max.p.z = z;
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m_eq.z = 1;
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} else {
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m_min.p.z = z & ~1;
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m_max.p.z = z | 1;
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m_eq.z = 0;
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}
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}
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