mirror of
https://github.com/Lime3DS/Lime3DS
synced 2024-12-26 17:12:37 -06:00
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
1 changed files with 9 additions and 2 deletions
|
@ -869,8 +869,15 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
|
||||||
state.Apply();
|
state.Apply();
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
|
if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
|
||||||
fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
|
// 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.texture_units[0].texture_2d = 0;
|
||||||
state.Apply();
|
state.Apply();
|
||||||
|
|
Loading…
Reference in a new issue