mirror of
https://github.com/yuzu-emu/yuzu-android.git
synced 2024-11-25 22:05:41 +01:00
HWRenderer: Added a workaround for the Intel Windows driver bug that causes glTexSubImage2D to not change the stencil buffer.
Reported here https://communities.intel.com/message/324464
This commit is contained in:
parent
0c7da9b815
commit
583d777b1a
@ -869,8 +869,15 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
|
||||
state.Apply();
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
|
||||
fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
|
||||
if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
|
||||
// TODO(Subv): There is a bug with Intel Windows drivers that makes glTexSubImage2D not change the stencil buffer.
|
||||
// The bug has been reported to Intel (https://communities.intel.com/message/324464)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, fb_depth_texture.width, fb_depth_texture.height, 0,
|
||||
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, temp_fb_depth_buffer.get());
|
||||
} else {
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
|
||||
fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
|
||||
}
|
||||
|
||||
state.texture_units[0].texture_2d = 0;
|
||||
state.Apply();
|
||||
|
Loading…
Reference in New Issue
Block a user