GS/TC: Only bilinear filter depth scales

This commit is contained in:
refractionpcsx2
2026-01-17 10:40:33 +00:00
committed by lightningterror
parent 2c7a168029
commit 58cbb61aac
2 changed files with 4 additions and 4 deletions

View File

@@ -3277,7 +3277,7 @@ void GSRendererHW::Draw()
ZBUF_TEX0.PSM = m_cached_ctx.ZBUF.PSM;
ds = g_texture_cache->LookupTarget(ZBUF_TEX0, t_size, target_scale, GSTextureCache::DepthStencil,
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,
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,
src, nullptr, -1);
ZBUF_TEX0.TBW = m_channel_shuffle ? src->m_from_target_TEX0.TBW : m_cached_ctx.FRAME.FBW;

View File

@@ -2767,7 +2767,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
dst->m_TEX0.TBP0, dst->m_TEX0.TBW, GSUtil::GetPSMName(dst->m_TEX0.PSM));
}
if (dst->m_scale != scale && (!preserve_scale || is_shuffle || !dst->m_downscaled || TEX0.TBW != dst->m_TEX0.TBW))
if (dst->m_scale != scale && (!preserve_scale || (type == RenderTarget && (is_shuffle || !dst->m_downscaled || TEX0.TBW != dst->m_TEX0.TBW))))
{
calcRescale(dst);
GSTexture* tex = type == RenderTarget ? g_gs_device->CreateRenderTarget(new_scaled_size.x, new_scaled_size.y, GSTexture::Format::Color, clear) :
@@ -2789,7 +2789,7 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(GIFRegTEX0 TEX0, const GSVe
g_gs_device->FilteredDownsampleTexture(dst->m_texture, tex, downsample_factor, clamp_min, dRect);
}
else
g_gs_device->StretchRect(dst->m_texture, sRect, tex, dRect, (type == RenderTarget) ? ShaderConvert::COPY : ShaderConvert::DEPTH_COPY, dst->m_scale < scale);
g_gs_device->StretchRect(dst->m_texture, sRect, tex, dRect, (type == RenderTarget) ? ShaderConvert::COPY : ShaderConvert::DEPTH_COPY, type == DepthStencil);
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
m_target_memory_usage = (m_target_memory_usage - dst->m_texture->GetMemUsage()) + tex->GetMemUsage();
@@ -7974,7 +7974,7 @@ bool GSTextureCache::Target::ResizeTexture(int new_unscaled_width, int new_unsca
// Can't do partial copies in DirectX for depth textures, and it's probably not ideal in other
// APIs either. So use a fullscreen quad setting depth instead.
g_perfmon.Put(GSPerfMon::TextureCopies, 1);
g_gs_device->StretchRect(m_texture, tex, GSVector4(rc), ShaderConvert::DEPTH_COPY, false);
g_gs_device->StretchRect(m_texture, tex, GSVector4(rc), ShaderConvert::DEPTH_COPY, true);
}
else
{