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. |
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| .. | ||
| debug_utils | ||
| engines | ||
| renderer_opengl | ||
| shader | ||
| textures | ||
| CMakeLists.txt | ||
| dma_pusher.cpp | ||
| dma_pusher.h | ||
| gpu.cpp | ||
| gpu.h | ||
| macro_interpreter.cpp | ||
| macro_interpreter.h | ||
| memory_manager.cpp | ||
| memory_manager.h | ||
| morton.cpp | ||
| morton.h | ||
| rasterizer_cache.cpp | ||
| rasterizer_cache.h | ||
| rasterizer_interface.h | ||
| renderer_base.cpp | ||
| renderer_base.h | ||
| surface.cpp | ||
| surface.h | ||
| video_core.cpp | ||
| video_core.h | ||