gsdx ogl: avoid bad logging of framebuffer/texture overlap

This commit is contained in:
Gregory Hainaut 2016-09-03 12:17:37 +02:00
parent 4d10eda308
commit 79209c31bf

View File

@ -1133,7 +1133,7 @@ void GSRendererOGL::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sour
// Always check if primitive overlap. The function will return PRIM_OVERLAP_UNKNOW for non sprite primitive
m_prim_overlap = PrimitiveOverlap();
#ifdef ENABLE_OGL_DEBUG
if (m_sw_blending && (m_prim_overlap != PRIM_OVERLAP_NO) && (m_context->FRAME.Block() == m_context->TEX0.TBP0) && (m_vertex.next > 2)) {
if (PRIM->TME && m_sw_blending && (m_prim_overlap != PRIM_OVERLAP_NO) && (m_context->FRAME.Block() == m_context->TEX0.TBP0) && (m_vertex.next > 2)) {
GL_INS("ERROR: Source and Target are the same!");
}
#endif