mirror of
				https://git.zaroz.cloud/nintendo-back-up/yuzu/yuzu.git
				synced 2025-05-12 00:45:25 +00:00 
			
		
		
		
	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