GPU: Add workarounds for buggy glBlitFramebuffer function on macOS + Radeon
When calling glBlitFramebuffer on most (if not all) mac that have a GPU from the Radeon Pro series, the data is not properly copied and only a subset of the pixels are correctly copied. This only happens when blitting the depth buffer if the depth buffer is GL_DEPTH24_STENCIL8. Changing the depth buffer format to GPU_DEPTH32F_STENCIL8 fixes the issue but only works if blitting the depth componnent. The stencil componnent still provoke issues when being copied.
This commit is contained in:
@@ -52,6 +52,7 @@ int GPU_max_ubo_size(void);
|
||||
int GPU_color_depth(void);
|
||||
void GPU_get_dfdy_factors(float fac[2]);
|
||||
bool GPU_mip_render_workaround(void);
|
||||
bool GPU_depth_blitting_workaround(void);
|
||||
|
||||
bool GPU_mem_stats_supported(void);
|
||||
void GPU_mem_stats_get(int *totalmem, int *freemem);
|
||||
|
||||
Reference in New Issue
Block a user