GSdx: Hack around a problem with the texture cache finding depth stencils when there can't be any.

This makes the Arc the Lad fog issue go away.

Review would be nice though :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5011 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
ramapcsx2 2011-12-23 20:58:10 +00:00
parent 963a6a653a
commit 7dfff148b8
1 changed files with 8 additions and 5 deletions

View File

@ -97,11 +97,14 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, con
uint32 bp = TEX0.TBP0;
uint32 psm = TEX0.PSM;
// This should get looked at if you feel like hackfixing the texture cache.
// Checking for type < 1 (so no only RenderTarget, not DepthStencil get checked), it fixes the fog in Arc the Lad.
// Simply not doing this code at all makes a lot of previsouly missing stuff show (but breaks pretty much everything
// else.
for(int type = 0; type < 2 && dst == NULL; type++)
// Arc the Lad finds the wrong surface here when looking for a depth stencil.
// Since we're currently not caching depth stencils (check ToDo in CreateSource) we should not look for it here.
// (Simply not doing this code at all makes a lot of previsouly missing stuff show (but breaks pretty much everything
// else.)
//for(int type = 0; type < 2 && dst == NULL; type++)
for(int type = 0; type < 1 && dst == NULL; type++) // Only look for render target, no depth stencil
{
for(list<Target*>::iterator i = m_dst[type].begin(); i != m_dst[type].end(); i++)
{