mirror of https://github.com/PCSX2/pcsx2.git
gsdx-tc: fix a memory leak when depth isn't fully supported
Fix issue #642
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875be67a7e
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@ -1488,6 +1488,17 @@ void GSTextureCache::Target::Update()
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if (r.rempty()) return;
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// No handling please
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if ((m_type == DepthStencil) && !m_depth_supported) {
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// do the most likely thing a direct write would do, clear it
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GL_INS("ERROR: Update DepthStencil dummy");
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if((m_renderer->m_game.flags & CRC::ZWriteMustNotClear) == 0)
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m_renderer->m_dev->ClearDepth(m_texture, 0);
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return;
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}
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int w = r.width();
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int h = r.height();
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@ -1500,17 +1511,6 @@ void GSTextureCache::Target::Update()
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GSTexture* t = m_renderer->m_dev->CreateTexture(w, h);
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if (t == NULL) return;
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// No handling please
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if ((m_type == DepthStencil) && !m_depth_supported) {
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// do the most likely thing a direct write would do, clear it
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GL_INS("ERROR: Update DepthStencil dummy");
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if((m_renderer->m_game.flags & CRC::ZWriteMustNotClear) == 0)
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m_renderer->m_dev->ClearDepth(m_texture, 0);
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return;
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}
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const GSOffset* off = m_renderer->m_mem.GetOffset(m_TEX0.TBP0, m_TEX0.TBW, m_TEX0.PSM);
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GSTexture::GSMap m;
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