diff --git a/src/xenia/gpu/gl4/gl4_command_processor.cc b/src/xenia/gpu/gl4/gl4_command_processor.cc index b494ff77c..31499a021 100644 --- a/src/xenia/gpu/gl4/gl4_command_processor.cc +++ b/src/xenia/gpu/gl4/gl4_command_processor.cc @@ -1625,16 +1625,22 @@ bool GL4CommandProcessor::IssueCopy() { color_targets[copy_src_select] = GetColorRenderTarget( surface_pitch, surface_msaa, color_base, color_format); src_format = ColorRenderTargetToTextureFormat(color_format); - } else { - // Source from depth/stencil. + } + + // Grab the depth/stencil if we're sourcing from it or clear is enabled. + if (copy_src_select > 3 || depth_clear_enabled) { uint32_t depth_info = regs[XE_GPU_REG_RB_DEPTH_INFO].u32; uint32_t depth_base = depth_info & 0xFFF; auto depth_format = static_cast((depth_info >> 16) & 0x1); depth_target = GetDepthRenderTarget(surface_pitch, surface_msaa, depth_base, depth_format); - src_format = DepthRenderTargetToTextureFormat(depth_format); + + if (copy_src_select > 3) { + src_format = DepthRenderTargetToTextureFormat(depth_format); + } } + auto source_framebuffer = GetFramebuffer(color_targets, depth_target); if (!source_framebuffer) { // If we get here we are likely missing some state checks. @@ -1910,10 +1916,7 @@ bool GL4CommandProcessor::IssueCopy() { old_color_mask[2], old_color_mask[3]); } - // TODO(benvanik): figure out real condition here (maybe when color cleared?) - // HACK: things seem to need their depth buffer cleared a lot more - // than as indicated by the depth_clear_enabled flag. - if (depth_target != kAnyTarget) { + if (depth_clear_enabled && depth_target != kAnyTarget) { // Clear the current depth buffer. // TODO(benvanik): verify format. GLfloat depth = {(copy_depth_clear & 0xFFFFFF00) / @@ -1928,6 +1931,7 @@ bool GL4CommandProcessor::IssueCopy() { glDepthMask(GL_TRUE); glStencilMask(0xFF); // HACK: this should work, but throws INVALID_ENUM on nvidia drivers. + // GLEW signature differs from OpenGL docs? // glClearNamedFramebufferfi(source_framebuffer->framebuffer, // GL_DEPTH_STENCIL, depth, stencil); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, source_framebuffer->framebuffer);