[D3D12] Make depth buffers less important than color in case of EDRAM aliasing

This commit is contained in:
Triang3l 2018-08-26 20:26:49 +03:00
parent 592873cf9f
commit 660a606f5e
1 changed files with 3 additions and 3 deletions

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@ -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.