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authorJMC47 <JMC4789@gmail.com>2021-05-04 21:07:21 -0400
committerGitHub <noreply@github.com>2021-05-04 21:07:21 -0400
commit4b827f3ae9c0931aea3f0cb759aae8f182e05945 (patch)
treef6c6057db7c72bc581aa138862e8af8cfaf33ef4 /Source/Core/VideoCommon/BPFunctions.cpp
parenta8c40eb510df2bb26c9baf54bbafafc4262feabb (diff)
parentab55c948a133bf204a62e847aeafe7bd1e2ef1bd (diff)
Merge pull request #9673 from phire/z16peeks
Implement EFB Peeks for compressed z16 formats
Diffstat (limited to 'Source/Core/VideoCommon/BPFunctions.cpp')
-rw-r--r--Source/Core/VideoCommon/BPFunctions.cpp7
1 files changed, 5 insertions, 2 deletions
diff --git a/Source/Core/VideoCommon/BPFunctions.cpp b/Source/Core/VideoCommon/BPFunctions.cpp
index f7ab305303..7599507a5b 100644
--- a/Source/Core/VideoCommon/BPFunctions.cpp
+++ b/Source/Core/VideoCommon/BPFunctions.cpp
@@ -222,8 +222,11 @@ void ClearScreen(const MathUtil::Rectangle<int>& rc)
void OnPixelFormatChange()
{
// TODO : Check for Z compression format change
- // When using 16bit Z, the game may enable a special compression format which we need to handle
- // If we don't, Z values will be completely screwed up, currently only Star Wars:RS2 uses that.
+ // When using 16bit Z, the game may enable a special compression format which we might need to
+ // handle. Only a few games like RS2 and RS3 even use z compression but it looks like they
+ // always use ZFAR when using 16bit Z (on top of linear 24bit Z)
+
+ // Besides, we currently don't even emulate 16bit depth and force it to 24bit.
/*
* When changing the EFB format, the pixel data won't get converted to the new format but stays