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.
This commit is contained in:
lightningterror 2018-12-16 20:32:05 +01:00
parent 7d938834d2
commit 93f1dc2804
1 changed files with 0 additions and 6 deletions

View File

@ -180,12 +180,6 @@ void GSRendererDX::EmulateTextureSampler(const GSTextureCache::Source* tex)
GSVector4 WH(tw, th, w, h); GSVector4 WH(tw, th, w, h);
if (psm.depth)
{
// Depth fmt not supported yet, ensure draw calls are skipped to make sure convert depth works properly.
throw GSDXRecoverableError();
}
// Performance note: // Performance note:
// 1/ Don't set 0 as it is the default value // 1/ Don't set 0 as it is the default value
// 2/ Only keep aem when it is useful (avoid useless shader permutation) // 2/ Only keep aem when it is useful (avoid useless shader permutation)