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authorReinUsesLisp <reinuseslisp@airmail.cc>2019-01-29 02:01:05 -0300
committerReinUsesLisp <reinuseslisp@airmail.cc>2019-01-29 23:47:33 -0300
commitb12f08a7f79d146fe0fd966f1a6b16c698fd8c27 (patch)
treedefc4922aef52ab99f2966f4cac34f66b628f0a3 /src/video_core/memory_manager.cpp
parentce50c06bfcaf802d55cd6920e24cdf152cd0d542 (diff)
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.
Diffstat (limited to 'src/video_core/memory_manager.cpp')
0 files changed, 0 insertions, 0 deletions