Flip GL debug stencil/depth in non-buffered.

This commit is contained in:
Unknown W. Brackets 2016-03-26 16:11:14 -07:00
parent 55cb508a95
commit 9cd0544137

View file

@ -2024,9 +2024,9 @@ bool FramebufferManager::GetDepthbuffer(u32 fb_address, int fb_stride, u32 z_add
}
if (gstate_c.Supports(GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT)) {
buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_FLOAT_DIV_256, false);
buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_FLOAT_DIV_256, !useBufferedRendering_);
} else {
buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_FLOAT, false);
buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_FLOAT, !useBufferedRendering_);
}
if (vfb->fbo)
fbo_bind_for_read(vfb->fbo);
@ -2052,7 +2052,7 @@ bool FramebufferManager::GetStencilbuffer(u32 fb_address, int fb_stride, GPUDebu
}
#ifndef USING_GLES2
buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_8BIT, false);
buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_8BIT, !useBufferedRendering_);
if (vfb->fbo)
fbo_bind_for_read(vfb->fbo);
if (gl_extensions.GLES3 || !gl_extensions.IsGLES)