diff --git a/src/core/gpu_hw_d3d11.cpp b/src/core/gpu_hw_d3d11.cpp index 2206728db..fb168c92e 100644 --- a/src/core/gpu_hw_d3d11.cpp +++ b/src/core/gpu_hw_d3d11.cpp @@ -1040,7 +1040,7 @@ void GPU_HW_D3D11::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* d const VRAMWriteUBOData uniforms = GetVRAMWriteUBOData(x, y, width, height, map_result.index_aligned, set_mask, check_mask); m_context->OMSetDepthStencilState( - (check_mask && !m_batch.use_depth_buffer) ? m_depth_test_greater_state.Get() : m_depth_test_always_state.Get(), 0); + (check_mask && !m_pgxp_depth_buffer) ? m_depth_test_greater_state.Get() : m_depth_test_always_state.Get(), 0); m_context->PSSetShaderResources(0, 1, m_texture_stream_buffer_srv_r16ui.GetAddressOf()); // the viewport should already be set to the full vram, so just adjust the scissor @@ -1070,7 +1070,7 @@ void GPU_HW_D3D11::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 widt const Common::Rectangle dst_bounds_scaled(dst_bounds * m_resolution_scale); SetViewportAndScissor(dst_bounds_scaled.left, dst_bounds_scaled.top, dst_bounds_scaled.GetWidth(), dst_bounds_scaled.GetHeight()); - m_context->OMSetDepthStencilState((m_GPUSTAT.check_mask_before_draw && !m_batch.use_depth_buffer) ? + m_context->OMSetDepthStencilState((m_GPUSTAT.check_mask_before_draw && !m_pgxp_depth_buffer) ? m_depth_test_greater_state.Get() : m_depth_test_always_state.Get(), 0); @@ -1078,7 +1078,7 @@ void GPU_HW_D3D11::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 widt DrawUtilityShader(m_vram_copy_pixel_shader.Get(), &uniforms, sizeof(uniforms)); RestoreGraphicsAPIState(); - if (m_GPUSTAT.check_mask_before_draw && !m_batch.use_depth_buffer) + if (m_GPUSTAT.check_mask_before_draw && !m_pgxp_depth_buffer) m_current_depth++; return;