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gl_rasterizer: Workaround invalid zeta clears
gl_rasterizer: Workaround invalid zeta clears
Some games (like Xenoblade Chronicles 2) clear both depth and stencil buffers while there's a depth-only texture attached (e.g. D16 Unorm). This commit reads the zeta format of the bound surface on ConfigureFramebuffers and returns if depth and/or stencil attachments were set. This is ignored on DrawArrays but on Clear it's used to just clear those attachments, bypassing an OpenGL error.nce_cpp
2 changed files with 19 additions and 14 deletions
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24src/video_core/renderer_opengl/gl_rasterizer.cpp
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9src/video_core/renderer_opengl/gl_rasterizer.h
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