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-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp11
1 files changed, 9 insertions, 2 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index 962c659e0..c3829d5c6 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -869,8 +869,15 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
state.Apply();
glActiveTexture(GL_TEXTURE0);
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
- fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
+ if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
+ // TODO(Subv): There is a bug with Intel Windows drivers that makes glTexSubImage2D not change the stencil buffer.
+ // The bug has been reported to Intel (https://communities.intel.com/message/324464)
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, fb_depth_texture.width, fb_depth_texture.height, 0,
+ GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, temp_fb_depth_buffer.get());
+ } else {
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
+ fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
+ }
state.texture_units[0].texture_2d = 0;
state.Apply();