Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

D3D: Use the correct format when resolving the EFB depth texture. #2082

Merged
merged 2 commits into from Feb 21, 2015

Conversation

CrossVR
Copy link
Contributor

@CrossVR CrossVR commented Feb 20, 2015

No description provided.

@delroth
Copy link
Member

delroth commented Feb 20, 2015

What does this fix? Why?

@CrossVR
Copy link
Contributor Author

CrossVR commented Feb 20, 2015

@delroth It should fix Issue 8247.

The reason this issue exists is because GetResolvedDepthTexture() was incorrectly implemented at first where it resolved the color texture instead. This was not a problem since the function was never called. When I discovered the flaw I changed it to resolve the depth texture, but I forgot to change the format.

PR #2023 is the first PR to actually call this function and it is the cause of Issue 8247.

@delroth
Copy link
Member

delroth commented Feb 20, 2015

@Armada651: This comment grants you the permission to merge this pull request whenever you think it is ready. After addressing the remaining comments, click this link to merge.


OK. If user testing reports that this is fixed, feel free to merge.

@dolphin-emu-bot allowmerge

@Xcedf
Copy link

Xcedf commented Feb 20, 2015

Not working, started a new game and can't scan anything in AA mode

@CrossVR
Copy link
Contributor Author

CrossVR commented Feb 20, 2015

@mrgreywater I don't know why you deleted your comment, but you're right it should've been DXGI_FORMAT_R24_UNORM_X8_TYPELESS.

@CrossVR CrossVR force-pushed the resolve-depth branch 2 times, most recently from e97b328 to 054f738 Compare February 20, 2015 18:50
@mrgreywater
Copy link
Contributor

@Armada651 I removed it because the primary depth buffer itself uses R24G8, and It was more like an educated guess. Also the depth isn't correct anyways in the D3D renderer, I compared it to the software renderer and it was quite different in some occassions, both the current and inverted version.

@CrossVR
Copy link
Contributor Author

CrossVR commented Feb 20, 2015

@delroth I'll make another PR to fix Issue 8247, but I think this one should be merged regardless since the type is incorrect any way you look at it.

dolphin-emu-bot added a commit that referenced this pull request Feb 21, 2015
D3D: Use the correct format when resolving the EFB depth texture.
@dolphin-emu-bot dolphin-emu-bot merged commit c3edab8 into dolphin-emu:master Feb 21, 2015
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
5 participants