gs-ogl: fix depth copy shader in stretch rect.

This commit is contained in:
iMineLink 2022-05-14 19:21:57 +02:00 committed by lightningterror
parent cb9eaeeff9
commit 29ad851a9c
1 changed files with 2 additions and 1 deletions

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@ -1197,7 +1197,8 @@ void GSDeviceOGL::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture
{
ASSERT(sTex);
const bool draw_in_depth = ps == m_convert.ps[static_cast<int>(ShaderConvert::RGBA8_TO_FLOAT32)]
const bool draw_in_depth = ps == m_convert.ps[static_cast<int>(ShaderConvert::DEPTH_COPY)]
|| ps == m_convert.ps[static_cast<int>(ShaderConvert::RGBA8_TO_FLOAT32)]
|| ps == m_convert.ps[static_cast<int>(ShaderConvert::RGBA8_TO_FLOAT24)]
|| ps == m_convert.ps[static_cast<int>(ShaderConvert::RGBA8_TO_FLOAT16)]
|| ps == m_convert.ps[static_cast<int>(ShaderConvert::RGB5A1_TO_FLOAT16)];