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| author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2019-01-29 02:01:05 -0300 |
|---|---|---|
| committer | ReinUsesLisp <reinuseslisp@airmail.cc> | 2019-01-29 23:47:33 -0300 |
| commit | b12f08a7f79d146fe0fd966f1a6b16c698fd8c27 (patch) | |
| tree | defc4922aef52ab99f2966f4cac34f66b628f0a3 /src/video_core/shader/decode/arithmetic_integer.cpp | |
| parent | ce50c06bfcaf802d55cd6920e24cdf152cd0d542 (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/shader/decode/arithmetic_integer.cpp')
0 files changed, 0 insertions, 0 deletions
