mirror of https://github.com/PCSX2/pcsx2.git
GS/HW: Always mark fetched/created depth targets as used
Same as colour targets. Fixes half screen after cutscenes in Merceneries - Playground of Destruction.
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@ -2373,7 +2373,7 @@ void GSRendererHW::Draw()
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if (!ds)
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{
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ds = g_texture_cache->CreateTarget(ZBUF_TEX0, t_size, GetValidSize(src), target_scale, GSTextureCache::DepthStencil,
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m_cached_ctx.DepthWrite(), 0, false, force_preload, preserve_depth, m_r, src);
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true, 0, false, force_preload, preserve_depth, m_r, src);
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if (unlikely(!ds))
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{
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GL_INS("ERROR: Failed to create ZBUF target, skipping.");
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@ -5808,12 +5808,8 @@ bool GSRendererHW::DetectDoubleHalfClear(bool& no_rt, bool& no_ds)
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return false;
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GSTextureCache::Target* half_point = g_texture_cache->GetExactTarget(half << 5, m_cached_ctx.FRAME.FBW, clear_depth ? GSTextureCache::RenderTarget : GSTextureCache::DepthStencil, half << 5);
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if (half_point)
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{
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half_point = nullptr;
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return false;
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}
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// Don't allow double half clear to go through when the number of bits written through FRAME and Z are different.
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// GTA: LCS does this setup, along with a few other games. Thankfully if it's a zero clear, we'll clear both
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