[D3D12] Make depth buffers less important than color in case of EDRAM aliasing
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@ -2031,9 +2031,9 @@ void RenderTargetCache::StoreRenderTargetsToEDRAM() {
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// Banjo-Tooie - in case color writing was enabled for invalid render
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// targets in some draw call), treat the render targets with the lowest
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// index as more important (it's the primary one after all, while the
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// rest are additional). Also treat the depth buffer as highest-priority
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// (in the comparison, treat depth as 0 and color as 1-4).
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return ((a + 1) % 5) > ((b + 1) % 5);
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// rest are additional). Depth buffer has lower priority, otherwise the
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// Xbox Live Arcade logo disappears.
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return a > b;
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});
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// Calculate the dispatch width.
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