mirror of https://github.com/PCSX2/pcsx2.git
gsdx-hw: Don't always set MaxDepth on ps/fs.
Value will be read only when zclamp is enabled. It will avoid an extra upload to buffer maybe.
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@ -131,7 +131,7 @@ void GSRendererDX11::EmulateZbuffer()
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const bool clamp_z = (uint32)(GSVector4i(m_vt.m_max.p).z) > max_z;
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vs_cb.MaxDepth = GSVector2i(0xFFFFFFFF);
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ps_cb.Af_MaxDepth.y = 1.0f;
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//ps_cb.Af_MaxDepth.y = 1.0f;
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m_ps_sel.zclamp = 0;
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if (clamp_z)
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@ -147,8 +147,6 @@ void GSRendererDX11::EmulateZbuffer()
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}
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}
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GSVertex* v = &m_vertex.buff[0];
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// Minor optimization of a corner case (it allow to better emulate some alpha test effects)
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if (m_om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z && v[0].XYZ.Z == max_z)
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@ -134,7 +134,7 @@ void GSRendererOGL::EmulateZbuffer()
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const bool clamp_z = (uint32)(GSVector4i(m_vt.m_max.p).z) > max_z;
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vs_cb.MaxDepth = GSVector2i(0xFFFFFFFF);
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ps_cb.MaxDepth = GSVector4(0.0f, 0.0f, 0.0f, 1.0f);
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//ps_cb.MaxDepth = GSVector4(0.0f, 0.0f, 0.0f, 1.0f);
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m_ps_sel.zclamp = 0;
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if (clamp_z) {
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