From 583d777b1a844259e6a389c420281388fce68dc4 Mon Sep 17 00:00:00 2001 From: Subv Date: Mon, 24 Aug 2015 11:08:01 -0500 Subject: [PATCH] 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 --- src/video_core/renderer_opengl/gl_rasterizer.cpp | 11 +++++++++-- 1 file changed, 9 insertions(+), 2 deletions(-) diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index 962c659e0..c3829d5c6 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -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();