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gsdx linux: move depth option as a speed hack
Someone ought to add the Windows option too (and DisablePartialInvalidation too) It might break a couple of games but most of them run better with depth enabled.
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@@ -28,17 +28,25 @@ bool GSTextureCache::m_disable_partial_invalidation = false;
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GSTextureCache::GSTextureCache(GSRenderer* r)
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: m_renderer(r)
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{
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bool userhacks = !!theApp.GetConfig("UserHacks", 0);
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s_IS_OPENGL = (static_cast<GSRendererType>(theApp.GetConfig("Renderer", static_cast<int>(GSRendererType::Default))) == GSRendererType::OGL_HW);
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m_spritehack = userhacks ? theApp.GetConfig("UserHacks_SpriteHack", 0) : 0;
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UserHacks_HalfPixelOffset = userhacks && theApp.GetConfig("UserHacks_HalfPixelOffset", 0);
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if (theApp.GetConfig("UserHacks", 0)) {
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m_spritehack = theApp.GetConfig("UserHacks_SpriteHack", 0);
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UserHacks_HalfPixelOffset = theApp.GetConfig("UserHacks_HalfPixelOffset", 0);
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m_preload_frame = theApp.GetConfig("preload_frame_with_gs_data", 0);
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m_disable_partial_invalidation = theApp.GetConfig("UserHacks_DisablePartialInvalidation", 0);
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m_can_convert_depth = !theApp.GetConfig("UserHacks_DisableDepthSupport", 0);
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} else {
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m_spritehack = 0;
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UserHacks_HalfPixelOffset = false;
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m_preload_frame = false;
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m_disable_partial_invalidation = false;
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m_can_convert_depth = true;
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}
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m_paltex = !!theApp.GetConfig("paltex", 0);
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m_preload_frame = userhacks && theApp.GetConfig("preload_frame_with_gs_data", 0);
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m_can_convert_depth = s_IS_OPENGL && theApp.GetConfig("texture_cache_depth", 1);
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m_can_convert_depth &= s_IS_OPENGL; // only supported by openGL so far
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m_crc_hack_level = theApp.GetConfig("crc_hack_level", 3);
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m_disable_partial_invalidation = userhacks && theApp.GetConfig("UserHacks_DisablePartialInvalidation", 0);
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// In theory 4MB is enough but 9MB is safer for overflow (8MB
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// isn't enough in custom resolution)
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