mirror of https://github.com/PCSX2/pcsx2.git
GS:MTL: Extend render pass restart avoidance code to depth-only passes
Previously only worked when the depth texture was removed, but not when the color texture was removed
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@ -2100,6 +2100,8 @@ void GSDeviceMTL::RenderHW(GSHWDrawConfig& config)
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config.ds = nullptr;
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if (!config.ds && m_current_render.color_target == rt && stencil == m_current_render.stencil_target && m_current_render.depth_target != config.tex)
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config.ds = m_current_render.depth_target;
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if (!rt && config.ds == m_current_render.depth_target && m_current_render.color_target != config.tex)
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rt = m_current_render.color_target;
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if (!rt && !config.ds)
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{
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// If we were rendering depth-only and depth gets cleared by the above check, that turns into rendering nothing, which should be a no-op
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