|
|
|
@ -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();
|
|
|
|
|