mirror of https://github.com/PCSX2/pcsx2.git
GS-hw: Don't write clamped depth test value to depth buffer when ZMSK is enabled.
Fixes missing shadows in Kingdom Hearts: Chain of Memories.
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6ff46a795f
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@ -135,7 +135,7 @@ void GSRendererDX11::EmulateZbuffer()
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{
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{
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vs_cb.MaxDepth = GSVector2i(max_z);
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vs_cb.MaxDepth = GSVector2i(max_z);
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}
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}
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else
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else if (!m_context->ZBUF.ZMSK)
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{
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{
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ps_cb.Af_MaxDepth.y = max_z * ldexpf(1, -32);
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ps_cb.Af_MaxDepth.y = max_z * ldexpf(1, -32);
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m_ps_sel.zclamp = 1;
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m_ps_sel.zclamp = 1;
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@ -146,7 +146,7 @@ void GSRendererOGL::EmulateZbuffer()
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{
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{
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vs_cb.MaxDepth = GSVector2i(max_z);
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vs_cb.MaxDepth = GSVector2i(max_z);
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}
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}
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else
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else if (!m_context->ZBUF.ZMSK)
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{
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{
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ps_cb.MaxDepth = GSVector4(0.0f, 0.0f, 0.0f, max_z * ldexpf(1, -32));
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ps_cb.MaxDepth = GSVector4(0.0f, 0.0f, 0.0f, max_z * ldexpf(1, -32));
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m_ps_sel.zclamp = 1;
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m_ps_sel.zclamp = 1;
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