gsdx-hw: Remove the code block for the bad Z sise check in EmulateZbuffer.

Also fixes Itadaki Street text and F1 2004 starting lights
This commit is contained in:
lightningterror 2020-05-23 20:03:36 +02:00
parent 33678441dc
commit 845a3d0ab8
2 changed files with 0 additions and 27 deletions

View File

@ -178,22 +178,6 @@ void GSRendererDX11::EmulateZbuffer()
// We are probably receiving bad coordinates from VU1 in these cases.
vs_cb.DepthMask = GSVector2i(max_z, max_z);
if (m_om_dssel.ztst >= ZTST_ALWAYS && m_om_dssel.zwe && (m_context->ZBUF.PSM != PSM_PSMZ32))
{
if (m_vt.m_max.p.z > max_z)
{
ASSERT(m_vt.m_min.p.z > max_z); // sfex capcom logo
// Fixme :Following conditional fixes some dialog frame in Wild Arms 3, but may not be what was intended.
if (m_vt.m_min.p.z > max_z)
{
#ifdef _DEBUG
fprintf(stdout, "%d: Bad Z size on %s buffers\n", s_n, psm_str(m_context->ZBUF.PSM));
#endif
m_om_dssel.ztst = ZTST_ALWAYS;
}
}
}
GSVertex* v = &m_vertex.buff[0];
// Minor optimization of a corner case (it allow to better emulate some alpha test effects)
if (m_om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z && v[0].XYZ.Z == max_z)

View File

@ -185,17 +185,6 @@ void GSRendererOGL::EmulateZbuffer()
// We are probably receiving bad coordinates from VU1 in these cases.
vs_cb.DepthMask = GSVector2i(max_z, max_z);
if (m_om_dssel.ztst >= ZTST_ALWAYS && m_om_dssel.zwe && (m_context->ZBUF.PSM != PSM_PSMZ32)) {
if (m_vt.m_max.p.z > max_z) {
ASSERT(m_vt.m_min.p.z > max_z); // sfex capcom logo
// Fixme :Following conditional fixes some dialog frame in Wild Arms 3, but may not be what was intended.
if (m_vt.m_min.p.z > max_z) {
GL_DBG("Bad Z size (%f %f) on %s buffers", m_vt.m_min.p.z, m_vt.m_max.p.z, psm_str(m_context->ZBUF.PSM));
m_om_dssel.ztst = ZTST_ALWAYS;
}
}
}
GSVertex* v = &m_vertex.buff[0];
// Minor optimization of a corner case (it allow to better emulate some alpha test effects)
if (m_om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z && v[0].XYZ.Z == max_z) {