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Fix regression for D3D EFB depth copies. #2005

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merged 1 commit into from Feb 3, 2015

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magumagu
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@magumagu magumagu commented Feb 2, 2015

On D3D, we read from the depth buffer using the format
DXGI_FORMAT_R24_UNORM_X8_TYPELESS (essentially, the "r" component contains
the depth).

@skidau
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skidau commented Feb 3, 2015

Does this fix an issue or game in particular?

@magumagu
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magumagu commented Feb 3, 2015

Yes, fixes a regression with Metroid Prime 2 scan visor.

@Xcedf
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Xcedf commented Feb 3, 2015

Fixes "some objects cannot be scanned" in Metroid 3

@degasus
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degasus commented Feb 3, 2015

@magumagu If I remember correctly OpenGL sample depth texture in limunance mode, so r=g=b. Can you please try if just using "r" everywhere also works fine? I don't see why we shoud use "b" at all...

On D3D, we read from the depth buffer using the format
DXGI_FORMAT_R24_UNORM_X8_TYPELESS (essentially, the "r" component contains
the depth, and the other components contain nothing).
@magumagu
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magumagu commented Feb 3, 2015

Yes, using "r" works; thanks for the tip.

degasus added a commit that referenced this pull request Feb 3, 2015
Fix regression for D3D EFB depth copies.
@degasus degasus merged commit b2df8cb into dolphin-emu:master Feb 3, 2015
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