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author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2019-01-29 02:01:05 -0300 |
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committer | ReinUsesLisp <reinuseslisp@airmail.cc> | 2019-01-29 23:47:33 -0300 |
commit | 07692230caf23f9484c89d47fa58e6f94c4cfa90 (patch) | |
tree | defc4922aef52ab99f2966f4cac34f66b628f0a3 /src/input_common/sdl/sdl.cpp | |
parent | 2561a79c394e66835d6ce24c0e57a22389bac282 (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/input_common/sdl/sdl.cpp')
0 files changed, 0 insertions, 0 deletions