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Author SHA1 Message Date
TJnotJTandlightningterror 562c32cd15 GS:HW: Fix ROV texture type conversion for temporary Z. 2026-07-16 16:41:31 +02:00
+4 -3
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@@ -7846,7 +7846,7 @@ void GSRendererHW::ConvertTextureTypeROVSingle(GSTextureCache::Target* tgt, bool
}
#if PCSX2_DEVBUILD
new_tex->SetDebugName(tgt->m_texture->GetDebugName());
new_tex->SetDebugName(old_tex->GetDebugName());
#endif
if (tgt->m_texture == old_tex)
@@ -7877,12 +7877,13 @@ void GSRendererHW::ConvertTextureTypeROV(GSTextureCache::Target* rt, GSTextureCa
// Convert depth to the proper type/format.
if (ds)
{
if (m_conf.ps.HasDepthROV() && !ds->m_texture->IsShaderWrite())
// Note: we must use m_conf.ds because it might be the temporary Z texture.
if (m_conf.ps.HasDepthROV() && !m_conf.ds->IsShaderWrite())
{
GL_PUSH("HW: Convert DepthStencil -> DepthColor for ROV.");
ConvertTextureTypeROVSingle(ds, true);
}
else if (!m_conf.ps.HasDepthROV() && !ds->m_texture->IsDepthStencil())
else if (!m_conf.ps.HasDepthROV() && !m_conf.ds->IsDepthStencil())
{
GL_PUSH("HW: Convert DepthColor -> DepthStencil for non-ROV.");
ConvertTextureTypeROVSingle(ds, false);