GPU/HW: Expose depth buffer to internal postprocessing
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@ -486,7 +486,7 @@ void GPU_SW::UpdateDisplay()
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const u32 line_skip = m_GPUSTAT.vertical_resolution;
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if (CopyOut(vram_offset_x, vram_offset_y, skip_x, read_width, read_height, line_skip, is_24bit))
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{
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SetDisplayTexture(m_upload_texture.get(), 0, 0, read_width, read_height);
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SetDisplayTexture(m_upload_texture.get(), nullptr, 0, 0, read_width, read_height);
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if (is_24bit && g_settings.gpu_24bit_chroma_smoothing)
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{
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if (ApplyChromaSmoothing())
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@ -502,7 +502,7 @@ void GPU_SW::UpdateDisplay()
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{
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if (CopyOut(vram_offset_x, vram_offset_y, skip_x, read_width, read_height, 0, is_24bit))
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{
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SetDisplayTexture(m_upload_texture.get(), 0, 0, read_width, read_height);
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SetDisplayTexture(m_upload_texture.get(), nullptr, 0, 0, read_width, read_height);
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if (is_24bit && g_settings.gpu_24bit_chroma_smoothing)
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ApplyChromaSmoothing();
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}
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@ -511,7 +511,7 @@ void GPU_SW::UpdateDisplay()
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else
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{
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if (CopyOut(0, 0, 0, VRAM_WIDTH, VRAM_HEIGHT, 0, false))
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SetDisplayTexture(m_upload_texture.get(), 0, 0, VRAM_WIDTH, VRAM_HEIGHT);
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SetDisplayTexture(m_upload_texture.get(), nullptr, 0, 0, VRAM_WIDTH, VRAM_HEIGHT);
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}
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}
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