Reverting depth clear restriction in #330.
The comment is still true: games seem to need more clears.
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@ -1872,8 +1872,7 @@ bool GL4CommandProcessor::IssueCopy() {
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// TODO(benvanik): figure out real condition here (maybe when color cleared?)
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// TODO(benvanik): figure out real condition here (maybe when color cleared?)
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// HACK: things seem to need their depth buffer cleared a lot more
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// HACK: things seem to need their depth buffer cleared a lot more
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// than as indicated by the depth_clear_enabled flag.
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// than as indicated by the depth_clear_enabled flag.
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// if (depth_target != kAnyTarget) {
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if (depth_target != kAnyTarget) {
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if (depth_clear_enabled && depth_target != kAnyTarget) {
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// Clear the current depth buffer.
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// Clear the current depth buffer.
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// TODO(benvanik): verify format.
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// TODO(benvanik): verify format.
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GLfloat depth = {(copy_depth_clear & 0xFFFFFF00) /
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GLfloat depth = {(copy_depth_clear & 0xFFFFFF00) /
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