mirror of https://github.com/PCSX2/pcsx2.git
gsdx-hw: Remove the code block for the bad Z sise check in EmulateZbuffer.
Also fixes Itadaki Street text and F1 2004 starting lights
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@ -178,22 +178,6 @@ void GSRendererDX11::EmulateZbuffer()
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// We are probably receiving bad coordinates from VU1 in these cases.
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vs_cb.DepthMask = GSVector2i(max_z, max_z);
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if (m_om_dssel.ztst >= ZTST_ALWAYS && m_om_dssel.zwe && (m_context->ZBUF.PSM != PSM_PSMZ32))
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{
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if (m_vt.m_max.p.z > max_z)
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{
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ASSERT(m_vt.m_min.p.z > max_z); // sfex capcom logo
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// Fixme :Following conditional fixes some dialog frame in Wild Arms 3, but may not be what was intended.
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if (m_vt.m_min.p.z > max_z)
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{
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#ifdef _DEBUG
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fprintf(stdout, "%d: Bad Z size on %s buffers\n", s_n, psm_str(m_context->ZBUF.PSM));
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#endif
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m_om_dssel.ztst = ZTST_ALWAYS;
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}
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}
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}
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GSVertex* v = &m_vertex.buff[0];
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// Minor optimization of a corner case (it allow to better emulate some alpha test effects)
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if (m_om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z && v[0].XYZ.Z == max_z)
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@ -185,17 +185,6 @@ void GSRendererOGL::EmulateZbuffer()
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// We are probably receiving bad coordinates from VU1 in these cases.
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vs_cb.DepthMask = GSVector2i(max_z, max_z);
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if (m_om_dssel.ztst >= ZTST_ALWAYS && m_om_dssel.zwe && (m_context->ZBUF.PSM != PSM_PSMZ32)) {
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if (m_vt.m_max.p.z > max_z) {
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ASSERT(m_vt.m_min.p.z > max_z); // sfex capcom logo
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// Fixme :Following conditional fixes some dialog frame in Wild Arms 3, but may not be what was intended.
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if (m_vt.m_min.p.z > max_z) {
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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));
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m_om_dssel.ztst = ZTST_ALWAYS;
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}
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}
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}
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GSVertex* v = &m_vertex.buff[0];
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// Minor optimization of a corner case (it allow to better emulate some alpha test effects)
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if (m_om_dssel.ztst == ZTST_GEQUAL && m_vt.m_eq.z && v[0].XYZ.Z == max_z) {
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