mirror of https://github.com/PCSX2/pcsx2.git
gs-ogl: fix depth copy shader in stretch rect.
This commit is contained in:
parent
cb9eaeeff9
commit
29ad851a9c
|
@ -1197,7 +1197,8 @@ void GSDeviceOGL::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture
|
|||
{
|
||||
ASSERT(sTex);
|
||||
|
||||
const bool draw_in_depth = ps == m_convert.ps[static_cast<int>(ShaderConvert::RGBA8_TO_FLOAT32)]
|
||||
const bool draw_in_depth = ps == m_convert.ps[static_cast<int>(ShaderConvert::DEPTH_COPY)]
|
||||
|| ps == m_convert.ps[static_cast<int>(ShaderConvert::RGBA8_TO_FLOAT32)]
|
||||
|| ps == m_convert.ps[static_cast<int>(ShaderConvert::RGBA8_TO_FLOAT24)]
|
||||
|| ps == m_convert.ps[static_cast<int>(ShaderConvert::RGBA8_TO_FLOAT16)]
|
||||
|| ps == m_convert.ps[static_cast<int>(ShaderConvert::RGB5A1_TO_FLOAT16)];
|
||||
|
|
Loading…
Reference in New Issue