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:
Subv 2015-08-24 11:08:01 -05:00
parent 0c7da9b815
commit 583d777b1a
1 changed files with 9 additions and 2 deletions

View File

@ -869,8 +869,15 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
state.Apply(); state.Apply();
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
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, 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()); fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
}
state.texture_units[0].texture_2d = 0; state.texture_units[0].texture_2d = 0;
state.Apply(); state.Apply();