mirror of https://github.com/PCSX2/pcsx2.git
gsdx-tc: Remove CanConvertDepth virtual bool and use m_can_convert_depth for depth toggling.
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@ -96,7 +96,7 @@ void GSTextureCache::RemoveAll()
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GSTextureCache::Source* GSTextureCache::LookupDepthSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, const GSVector4i& r, bool palette)
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{
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if (!CanConvertDepth()) {
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if (!m_can_convert_depth) {
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GL_CACHE("LookupDepthSource not supported (0x%x, F:0x%x)", TEX0.TBP0, TEX0.PSM);
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if (m_renderer->m_game.title == CRC::JackieChanAdv || m_renderer->m_game.title == CRC::SVCChaos) {
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// JackieChan and SVCChaos cause regressions when skipping the draw calls when depth is disabled/not supported.
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@ -347,7 +347,7 @@ GSTextureCache::Source* GSTextureCache::LookupSource(const GIFRegTEX0& TEX0, con
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//
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// Sigh... They don't help us.
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if (dst == NULL && CanConvertDepth()) {
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if (dst == NULL && m_can_convert_depth) {
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// Let's try a trick to avoid to use wrongly a depth buffer
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// Unfortunately, I don't have any Arc the Lad testcase
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//
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@ -458,7 +458,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, int
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dst->m_dirty_alpha |= (psm_s.trbpp == 32 && (fbmask & 0xFF000000) != 0xFF000000) || (psm_s.trbpp == 16);
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} else if (CanConvertDepth()) {
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} else if (m_can_convert_depth) {
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int rev_type = (type == DepthStencil) ? RenderTarget : DepthStencil;
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@ -655,7 +655,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, int
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// must invalidate the Target/Depth respectively
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void GSTextureCache::InvalidateVideoMemType(int type, uint32 bp)
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{
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if (!CanConvertDepth())
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if (!m_can_convert_depth)
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return;
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auto& list = m_dst[type];
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@ -1453,7 +1453,7 @@ GSTextureCache::Target* GSTextureCache::CreateTarget(const GIFRegTEX0& TEX0, int
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{
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ASSERT(type == RenderTarget || type == DepthStencil);
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Target* t = new Target(m_renderer, TEX0, m_temp, CanConvertDepth());
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Target* t = new Target(m_renderer, TEX0, m_temp, m_can_convert_depth);
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// FIXME: initial data should be unswizzled from local mem in Update() if dirty
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@ -208,8 +208,6 @@ protected:
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// TODO: virtual void Write(Source* s, const GSVector4i& r) = 0;
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// TODO: virtual void Write(Target* t, const GSVector4i& r) = 0;
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virtual bool CanConvertDepth() { return m_can_convert_depth; }
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public:
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GSTextureCache(GSRenderer* r);
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virtual ~GSTextureCache();
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@ -32,8 +32,6 @@ protected:
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void Read(Target* t, const GSVector4i& r);
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void Read(Source* t, const GSVector4i& r);
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virtual bool CanConvertDepth() { return m_can_convert_depth; }
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public:
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GSTextureCache11(GSRenderer* r);
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};
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