Forcing depth clear - not right, but gets atrain working.

This commit is contained in:
Ben Vanik 2015-03-22 01:07:14 -07:00
parent b75e070d1b
commit 559cda3215
2 changed files with 6 additions and 2 deletions

View File

@ -2795,7 +2795,11 @@ bool CommandProcessor::IssueCopy() {
old_color_mask[2], old_color_mask[3]);
}
if (depth_clear_enabled) {
// 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_clear_enabled) {
if (depth_target != kAnyTarget) {
// Clear the current depth buffer.
// TODO(benvanik): verify format.
GLfloat depth = {(copy_depth_clear & 0xFFFFFF00) / float(0xFFFFFF00)};

View File

@ -1366,7 +1366,7 @@ bool GL4ShaderTranslator::TranslateALU(const instr_alu_t* alu, int sync) {
return false;
}
} else {
// assert_always();
assert_always();
Append(" // <UNIMPLEMENTED>\n");
}
}