mirror of https://github.com/PCSX2/pcsx2.git
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:
parent
963a6a653a
commit
7dfff148b8
|
@ -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++)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue