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Cleanup logict
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GPU/Common/FramebufferManagerCommon.cpp

+4-7
Original file line numberDiff line numberDiff line change
@@ -555,15 +555,12 @@ void FramebufferManagerCommon::SetDepthFrameBuffer(bool isClearingDepth) {
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if (!isClearingDepth && useBufferedRendering_) {
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CopyToDepthFromOverlappingFramebuffers(currentRenderVfb_);
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// Special compatibility trick for Burnout Dominator lens flares. Not sure how to best generalize this. See issue #11100
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// Special compatibility trick for Burnout Dominator lens flares. See issue #11100
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if (PSP_CoreParameter().compat.flags().UploadDepthForCLUTTextures && currentRenderVfb_->z_address > 0x04110000) {
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// Set the flag, then upload memory contents to depth channel.
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// Sanity check the depth buffer pointer.
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if (currentRenderVfb_->z_address > 0x04110000) {
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if (Memory::IsValidRange(currentRenderVfb_->z_address, currentRenderVfb_->width * 2)) {
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const u16 *src = (const u16 *)Memory::GetPointerUnchecked(currentRenderVfb_->z_address);
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DrawPixels(currentRenderVfb_, 0, 0, (const u8 *)src, GE_FORMAT_DEPTH16, currentRenderVfb_->z_stride, currentRenderVfb_->width, currentRenderVfb_->height, RASTER_DEPTH, "Depth Upload");
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}
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if (Memory::IsValidRange(currentRenderVfb_->z_address, currentRenderVfb_->width * 2)) {
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const u16 *src = (const u16 *)Memory::GetPointerUnchecked(currentRenderVfb_->z_address);
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DrawPixels(currentRenderVfb_, 0, 0, (const u8 *)src, GE_FORMAT_DEPTH16, currentRenderVfb_->z_stride, currentRenderVfb_->width, currentRenderVfb_->height, RASTER_DEPTH, "Depth Upload");
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}
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}
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}

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