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	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
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					 1 changed files with 9 additions and 2 deletions
				
			
		|  | @ -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(); | ||||
|  |  | |||
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