mirror of https://github.com/PCSX2/pcsx2.git
GSTextureCache: Extend Bilinear Upscale to dirty depth
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@ -6305,16 +6305,17 @@ void GSTextureCache::Target::Update(bool cannot_scale)
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m_rt_alpha_scale = true;
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m_rt_alpha_scale = true;
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}
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}
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ShaderConvert depth_shader = upscaled ? ShaderConvert::RGBA8_TO_FLOAT32_BILN : ShaderConvert::RGBA8_TO_FLOAT32;
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const bool linear = upscaled && GSConfig.UserHacks_BilinearHack != GSBilinearDirtyMode::ForceNearest;
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ShaderConvert depth_shader = linear ? ShaderConvert::RGBA8_TO_FLOAT32_BILN : ShaderConvert::RGBA8_TO_FLOAT32;
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if (m_type == DepthStencil && GSLocalMemory::m_psm[m_TEX0.PSM].trbpp != 32)
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if (m_type == DepthStencil && GSLocalMemory::m_psm[m_TEX0.PSM].trbpp != 32)
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{
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{
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switch (GSLocalMemory::m_psm[m_TEX0.PSM].trbpp)
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switch (GSLocalMemory::m_psm[m_TEX0.PSM].trbpp)
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{
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{
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case 24:
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case 24:
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depth_shader = upscaled ? ShaderConvert::RGBA8_TO_FLOAT24_BILN : ShaderConvert::RGBA8_TO_FLOAT24;
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depth_shader = linear ? ShaderConvert::RGBA8_TO_FLOAT24_BILN : ShaderConvert::RGBA8_TO_FLOAT24;
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break;
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break;
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case 16:
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case 16:
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depth_shader = upscaled ? ShaderConvert::RGB5A1_TO_FLOAT16_BILN : ShaderConvert::RGB5A1_TO_FLOAT16;
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depth_shader = linear ? ShaderConvert::RGB5A1_TO_FLOAT16_BILN : ShaderConvert::RGB5A1_TO_FLOAT16;
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break;
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break;
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default:
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default:
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break;
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break;
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