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Merge pull request #1185 from PCSX2/tekken5-fast-depth
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gsdx: no depth lookup optimization
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gregory38 committed Feb 20, 2016
2 parents f569606 + 1853d0d commit 6002719
Showing 1 changed file with 6 additions and 1 deletion.
7 changes: 6 additions & 1 deletion plugins/GSdx/GSRendererHW.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -342,7 +342,12 @@ void GSRendererHW::Draw()
// 3/ 50cents really draws (0,0,0,128) color and a (0) 24 bits depth
// Note: FF DoC has both buffer at same location but disable the depth test (write?) with ZTE = 0
const bool no_rt = (context->ALPHA.IsCd() && PRIM->ABE && (context->FRAME.PSM == 1));
const bool no_ds = !no_rt && (context->FRAME.FBP == context->ZBUF.ZBP && !PRIM->TME && !context->ZBUF.ZMSK && !context->FRAME.FBMSK && context->TEST.ZTE);
const bool no_ds = !no_rt && (
// Depth is always pass (no read) and write are discarded (tekken 5). (Note: DATE is currently implemented with a stencil buffer)
(context->ZBUF.ZMSK && m_context->TEST.ZTST == ZTST_ALWAYS && !m_context->TEST.DATE) ||
// Depth will be written through the RT
(context->FRAME.FBP == context->ZBUF.ZBP && !PRIM->TME && !context->ZBUF.ZMSK && !context->FRAME.FBMSK && context->TEST.ZTE)
);

GIFRegTEX0 TEX0;

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