From 660a606f5e42caaa91b8fc58a3b7e4631f48bc35 Mon Sep 17 00:00:00 2001 From: Triang3l Date: Sun, 26 Aug 2018 20:26:49 +0300 Subject: [PATCH] [D3D12] Make depth buffers less important than color in case of EDRAM aliasing --- src/xenia/gpu/d3d12/render_target_cache.cc | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/xenia/gpu/d3d12/render_target_cache.cc b/src/xenia/gpu/d3d12/render_target_cache.cc index 291ecb5df..8ae8136b9 100644 --- a/src/xenia/gpu/d3d12/render_target_cache.cc +++ b/src/xenia/gpu/d3d12/render_target_cache.cc @@ -2031,9 +2031,9 @@ void RenderTargetCache::StoreRenderTargetsToEDRAM() { // Banjo-Tooie - in case color writing was enabled for invalid render // targets in some draw call), treat the render targets with the lowest // index as more important (it's the primary one after all, while the - // rest are additional). Also treat the depth buffer as highest-priority - // (in the comparison, treat depth as 0 and color as 1-4). - return ((a + 1) % 5) > ((b + 1) % 5); + // rest are additional). Depth buffer has lower priority, otherwise the + // Xbox Live Arcade logo disappears. + return a > b; }); // Calculate the dispatch width.