mirror of https://github.com/PCSX2/pcsx2.git
gsdx hw: only enable OI_GsMemClear when both depth/alpha test are disabled
Fix #1262
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@ -757,23 +757,24 @@ bool GSRendererHW::OI_DoubleHalfClear(GSTexture* rt, GSTexture* ds, GSTextureCac
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void GSRendererHW::OI_GsMemClear()
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{
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// Rectangle draw without texture
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if ((m_vt.m_primclass == GS_SPRITE_CLASS) && (m_vertex.next == 2) && !PRIM->TME && !PRIM->ABE) {
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// 0 clear
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if (m_vt.m_eq.rgba == 0xFFFF && m_vt.m_min.c.eq(GSVector4i(0))) {
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GL_INS("OI_GsMemClear");
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GSOffset* off = m_context->offset.fb;
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GSVector4i r = GSVector4i(m_vt.m_min.p.xyxy(m_vt.m_max.p)).rintersect(GSVector4i(m_context->scissor.in));
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if ((m_vt.m_primclass == GS_SPRITE_CLASS) && (m_vertex.next == 2) && !PRIM->TME && !PRIM->ABE // Direct write
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&& !m_context->TEST.ATE // no alpha test
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&& (!m_context->TEST.ZTE || m_context->TEST.ZTST == ZTST_ALWAYS) // no depth test
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&& (m_vt.m_eq.rgba == 0xFFFF && m_vt.m_min.c.eq(GSVector4i(0))) // Constant 0 write
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) {
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GL_INS("OI_GsMemClear");
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GSOffset* off = m_context->offset.fb;
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GSVector4i r = GSVector4i(m_vt.m_min.p.xyxy(m_vt.m_max.p)).rintersect(GSVector4i(m_context->scissor.in));
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// Based on WritePixel32
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for(int y = r.top; y < r.bottom; y++)
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// Based on WritePixel32
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for(int y = r.top; y < r.bottom; y++)
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{
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uint32* RESTRICT d = &m_mem.m_vm32[off->pixel.row[y]];
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int* RESTRICT col = off->pixel.col[0];
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for(int x = r.left; x < r.right; x++)
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{
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uint32* RESTRICT d = &m_mem.m_vm32[off->pixel.row[y]];
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int* RESTRICT col = off->pixel.col[0];
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for(int x = r.left; x < r.right; x++)
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{
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d[col[x]] = 0; // Here the constant color
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}
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d[col[x]] = 0; // Here the constant color
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}
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}
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}
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