mirror of https://github.com/PCSX2/pcsx2.git
gsdx dx/gl: fix depth optimization
4th bit is the fog value, not the depth
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@ -159,7 +159,7 @@ void GSRendererDX::EmulateZbuffer()
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GSVertex* v = &m_vertex.buff[0];
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// Minor optimization of a corner case (it allow to better emulate some alpha test effects)
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if (om_dssel.ztst == ZTST_GEQUAL && (m_vt.m_eq.xyzf & 0x8) && v[0].XYZ.Z == max_z) {
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if (om_dssel.ztst == ZTST_GEQUAL && (m_vt.m_eq.xyzf & 0x4) && v[0].XYZ.Z == max_z) {
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#ifdef _DEBUG
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fprintf(stdout, "Optimize Z test GEQUAL to ALWAYS (%s)\n", psm_str(m_context->ZBUF.PSM));
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#endif
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@ -253,7 +253,7 @@ void GSRendererOGL::EmulateZbuffer()
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GSVertex* v = &m_vertex.buff[0];
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// Minor optimization of a corner case (it allow to better emulate some alpha test effects)
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if (m_om_dssel.ztst == ZTST_GEQUAL && (m_vt.m_eq.xyzf & 0x8) && v[0].XYZ.Z == max_z) {
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if (m_om_dssel.ztst == ZTST_GEQUAL && (m_vt.m_eq.xyzf & 0x4) && v[0].XYZ.Z == max_z) {
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GL_INS("Optimize Z test GEQUAL to ALWAYS (%s)", psm_str(m_context->ZBUF.PSM));
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m_om_dssel.ztst = ZTST_ALWAYS;
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}
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