prevents sampling if it's a depth texture that is bound
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src/external/rlsw.h
vendored
1
src/external/rlsw.h
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@ -3800,6 +3800,7 @@ static void sw_immediate_begin(SWdraw mode)
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uint32_t state = RLSW.userState;
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uint32_t state = RLSW.userState;
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if (!sw_is_texture_complete(RLSW.depthBuffer)) state &= ~SW_STATE_DEPTH_TEST;
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if (!sw_is_texture_complete(RLSW.depthBuffer)) state &= ~SW_STATE_DEPTH_TEST;
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if (!sw_is_texture_complete(RLSW.boundTexture)) state &= ~SW_STATE_TEXTURE_2D;
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if (!sw_is_texture_complete(RLSW.boundTexture)) state &= ~SW_STATE_TEXTURE_2D;
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else if (sw_pixel_is_depth_format(RLSW.boundTexture->format)) state &= ~SW_STATE_TEXTURE_2D;
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// Initialize required values
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// Initialize required values
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RLSW.primitive.hasColorAlpha = false;
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RLSW.primitive.hasColorAlpha = false;
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