mirror of https://github.com/PCSX2/pcsx2.git
Revert "gsdx tc: always clear a new depth buffer"
This reverts commit f77c1900fa
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Conflicts:
plugins/GSdx/GSTextureCache.cpp
Another fix was done later for Jak cut scene (or FMV). One game got a regression (don't remember which)
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@ -514,12 +514,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, int
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// From a performance point of view, it might cost a little on big upscaling
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// From a performance point of view, it might cost a little on big upscaling
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// but normally few RT are miss so it must remain reasonable.
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// but normally few RT are miss so it must remain reasonable.
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if (s_IS_OPENGL) {
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if (s_IS_OPENGL) {
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if (type == DepthStencil) {
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if (m_preload_frame && TEX0.TBW > 0) {
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// It is safer to always clear a new depth buffer. Core optimization might create some shortcut
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// on the rendering. Texture cache only search old depth data in RT of current frame. Which
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// can cause flickering (Jak2 cutscene)
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m_renderer->m_dev->ClearDepth(dst->m_texture);
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} else if (m_preload_frame && TEX0.TBW > 0) {
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GL_INS("Preloading the RT DATA");
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GL_INS("Preloading the RT DATA");
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// RT doesn't have height but if we use a too big value, we will read outside of the GS memory.
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// RT doesn't have height but if we use a too big value, we will read outside of the GS memory.
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int page0 = TEX0.TBP0 >> 5;
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int page0 = TEX0.TBP0 >> 5;
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@ -532,7 +527,11 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, int
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dst->Update();
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dst->Update();
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} else {
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} else {
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#ifdef ENABLE_OGL_DEBUG
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#ifdef ENABLE_OGL_DEBUG
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m_renderer->m_dev->ClearRenderTarget(dst->m_texture, 0);
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switch (type) {
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case RenderTarget: m_renderer->m_dev->ClearRenderTarget(dst->m_texture, 0); break;
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case DepthStencil: m_renderer->m_dev->ClearDepth(dst->m_texture); break;
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default:break;
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}
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#endif
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#endif
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}
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}
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}
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}
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