mirror of https://github.com/PCSX2/pcsx2.git
gsdx-tc: allow to search the depth in the old target list
Yes it is possible on PS2 world
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@ -234,6 +234,31 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, int
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}
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}
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if (dst) {
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GL_CACHE("TC: Lookup Target(T%d) %dx%d, hit: %d (0x%x)", type, w, h, dst->m_texture->GetID(), bp);
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dst->Update();
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} else {
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if (type == DepthStencil) {
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// Depth stencil can be an older RT but only check recent RT to avoid to pick
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// some bad data.
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for(list<Target*>::iterator i = m_dst[RenderTarget].begin(); i != m_dst[RenderTarget].end(); i++)
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{
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Target* t = *i;
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if(!t->m_age && bp == t->m_TEX0.TBP0)
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{
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GL_CACHE("TC: Lookup Target(Depth) %dx%d, hit Color (0x%x)", w, h, bp);
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// Convert the RenderTarget into a Depth Buffer
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dst = CreateTarget(TEX0, w, h, type);
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GSVector4 sRect(0, 0, 1.0, 1.0);
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GSVector4 dRect(0, 0, w, h);
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m_renderer->m_dev->StretchRect(t->m_texture, sRect, dst->m_texture, dRect, 12, false);
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}
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}
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}
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if(dst == NULL)
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{
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GL_CACHE("TC: Lookup Target(T%d) %dx%d, miss (0x%x)", type, w, h, bp);
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@ -245,11 +270,6 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, int
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return NULL;
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}
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}
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else
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{
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GL_CACHE("TC: Lookup Target(T%d) %dx%d, hit: %d (0x%x)", type, w, h, dst->m_texture->GetID(), bp);
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dst->Update();
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}
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if(m_renderer->CanUpscale())
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