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GS/TC: Only bilinear filter depth scales
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committed by
lightningterror
parent
2c7a168029
commit
58cbb61aac
@@ -3277,7 +3277,7 @@ void GSRendererHW::Draw()
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ZBUF_TEX0.PSM = m_cached_ctx.ZBUF.PSM;
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ds = g_texture_cache->LookupTarget(ZBUF_TEX0, t_size, target_scale, GSTextureCache::DepthStencil,
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m_cached_ctx.DepthWrite(), 0, false, force_preload, preserve_depth, preserve_depth, unclamped_draw_rect, IsPossibleChannelShuffle(), is_possible_mem_clear && ZBUF_TEX0.TBP0 != m_cached_ctx.FRAME.Block(), false,
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m_cached_ctx.DepthWrite(), 0, false, force_preload, preserve_depth, preserve_depth, unclamped_draw_rect, IsPossibleChannelShuffle(), is_possible_mem_clear && ZBUF_TEX0.TBP0 != m_cached_ctx.FRAME.Block(), !no_rt,
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src, nullptr, -1);
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ZBUF_TEX0.TBW = m_channel_shuffle ? src->m_from_target_TEX0.TBW : m_cached_ctx.FRAME.FBW;
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@@ -2767,7 +2767,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
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dst->m_TEX0.TBP0, dst->m_TEX0.TBW, GSUtil::GetPSMName(dst->m_TEX0.PSM));
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}
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if (dst->m_scale != scale && (!preserve_scale || is_shuffle || !dst->m_downscaled || TEX0.TBW != dst->m_TEX0.TBW))
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if (dst->m_scale != scale && (!preserve_scale || (type == RenderTarget && (is_shuffle || !dst->m_downscaled || TEX0.TBW != dst->m_TEX0.TBW))))
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{
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calcRescale(dst);
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GSTexture* tex = type == RenderTarget ? g_gs_device->CreateRenderTarget(new_scaled_size.x, new_scaled_size.y, GSTexture::Format::Color, clear) :
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@@ -2789,7 +2789,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
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g_gs_device->FilteredDownsampleTexture(dst->m_texture, tex, downsample_factor, clamp_min, dRect);
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}
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else
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g_gs_device->StretchRect(dst->m_texture, sRect, tex, dRect, (type == RenderTarget) ? ShaderConvert::COPY : ShaderConvert::DEPTH_COPY, dst->m_scale < scale);
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g_gs_device->StretchRect(dst->m_texture, sRect, tex, dRect, (type == RenderTarget) ? ShaderConvert::COPY : ShaderConvert::DEPTH_COPY, type == DepthStencil);
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g_perfmon.Put(GSPerfMon::TextureCopies, 1);
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m_target_memory_usage = (m_target_memory_usage - dst->m_texture->GetMemUsage()) + tex->GetMemUsage();
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@@ -7974,7 +7974,7 @@ bool GSTextureCache::Target::ResizeTexture(int new_unscaled_width, int new_unsca
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// Can't do partial copies in DirectX for depth textures, and it's probably not ideal in other
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// APIs either. So use a fullscreen quad setting depth instead.
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g_perfmon.Put(GSPerfMon::TextureCopies, 1);
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g_gs_device->StretchRect(m_texture, tex, GSVector4(rc), ShaderConvert::DEPTH_COPY, false);
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g_gs_device->StretchRect(m_texture, tex, GSVector4(rc), ShaderConvert::DEPTH_COPY, true);
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}
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else
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{
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