mirror of https://github.com/PCSX2/pcsx2.git
GS/HW: Update 32-bit flag for depth buffers too
Jackie Chan Adventures re-uses a previous C32 target pointer as a Z16S depth buffer, but it does clear it inbetween. So we need to remove the 32-bit flag on the clear.
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@ -2057,6 +2057,10 @@ void GSRendererHW::Draw()
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rt->m_32_bits_fmt = m_texture_shuffle || (GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].bpp != 16);
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rt->m_32_bits_fmt = m_texture_shuffle || (GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].bpp != 16);
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}
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}
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// Do the same for the depth target. Jackie Chan Adventures swaps from C32 to Z16 after a clear.
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if (ds)
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ds->m_32_bits_fmt = (GSLocalMemory::m_psm[m_cached_ctx.ZBUF.PSM].bpp != 16);
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// Deferred update of TEX0. We don't want to change it when we're doing a shuffle/clear, because it
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// Deferred update of TEX0. We don't want to change it when we're doing a shuffle/clear, because it
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// may increase the buffer width, or change PSM, which breaks P8 conversion amongst other things.
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// may increase the buffer width, or change PSM, which breaks P8 conversion amongst other things.
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const bool is_mem_clear = IsConstantDirectWriteMemClear(false);
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const bool is_mem_clear = IsConstantDirectWriteMemClear(false);
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