Files
ppsspp/GPU
Henrik RydgårdandClaude Opus 5.5 f317ca76d9 Copy in shared depth for a pass that tests against it, across frames too
CheckDepthUsage marked the framebuffer's depth as used this frame before
SetDepthFrameBuffer looked for newer depth in a framebuffer sharing it, so
depth from an earlier frame never counted as newer. Brooktown High clears
depth through another framebuffer as the last thing in a frame, and the
next frame's draws test against it: everything failed the depth test and
the hardware backends showed a black screen (#7223).

Now a pass whose first depth use tests against the depth checks for newer
depth first. One that only writes depth keeps the old order, so it doesn't
copy what it overwrites anyway. Of the benchmark savestates, God of War and
Daxter now copy depth once a frame, and God of War comes closer to the
software renderer for it; Burnout and LocoRoco would have copied too
without that restriction.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 11:15:46 +02:00
..
2026-10-09 09:09:36 +02:00