mirror of https://github.com/PCSX2/pcsx2.git
GSdx-d3d: Remove psm.depth skip on d3d.
I'm seeing better results with this skip not included. So far DBZBT, God of War, Haunting Ground seem better. Depth sampling is still not yet added. Also fixes a regression in GT4 when depth was enabled because the skip function was misplaced. Other games might've been affected as well.
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@ -180,12 +180,6 @@ void GSRendererDX::EmulateTextureSampler(const GSTextureCache::Source* tex)
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GSVector4 WH(tw, th, w, h);
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if (psm.depth)
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{
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// Depth fmt not supported yet, ensure draw calls are skipped to make sure convert depth works properly.
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throw GSDXRecoverableError();
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}
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// Performance note:
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// 1/ Don't set 0 as it is the default value
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// 2/ Only keep aem when it is useful (avoid useless shader permutation)
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