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| author | JMC47 <JMC4789@gmail.com> | 2021-05-04 21:07:21 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-05-04 21:07:21 -0400 |
| commit | 4b827f3ae9c0931aea3f0cb759aae8f182e05945 (patch) | |
| tree | f6c6057db7c72bc581aa138862e8af8cfaf33ef4 /Source/Core/VideoCommon/BPFunctions.cpp | |
| parent | a8c40eb510df2bb26c9baf54bbafafc4262feabb (diff) | |
| parent | ab55c948a133bf204a62e847aeafe7bd1e2ef1bd (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.cpp | 7 |
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 |
