Merge pull request #1185 from PCSX2/tekken5-fast-depth

gsdx: no depth lookup optimization
This commit is contained in:
Gregory Hainaut 2016-02-20 10:24:21 +01:00
commit 6002719c8c
1 changed files with 6 additions and 1 deletions

View File

@ -342,7 +342,12 @@ void GSRendererHW::Draw()
// 3/ 50cents really draws (0,0,0,128) color and a (0) 24 bits depth
// Note: FF DoC has both buffer at same location but disable the depth test (write?) with ZTE = 0
const bool no_rt = (context->ALPHA.IsCd() && PRIM->ABE && (context->FRAME.PSM == 1));
const bool no_ds = !no_rt && (context->FRAME.FBP == context->ZBUF.ZBP && !PRIM->TME && !context->ZBUF.ZMSK && !context->FRAME.FBMSK && context->TEST.ZTE);
const bool no_ds = !no_rt && (
// Depth is always pass (no read) and write are discarded (tekken 5). (Note: DATE is currently implemented with a stencil buffer)
(context->ZBUF.ZMSK && m_context->TEST.ZTST == ZTST_ALWAYS && !m_context->TEST.DATE) ||
// Depth will be written through the RT
(context->FRAME.FBP == context->ZBUF.ZBP && !PRIM->TME && !context->ZBUF.ZMSK && !context->FRAME.FBMSK && context->TEST.ZTE)
);
GIFRegTEX0 TEX0;