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-rw-r--r--Ryujinx.Graphics.OpenGL/EnumConversion.cs4
-rw-r--r--Ryujinx.Graphics.OpenGL/TextureView.cs4
2 files changed, 3 insertions, 5 deletions
diff --git a/Ryujinx.Graphics.OpenGL/EnumConversion.cs b/Ryujinx.Graphics.OpenGL/EnumConversion.cs
index 0d5ea823..014ddfc1 100644
--- a/Ryujinx.Graphics.OpenGL/EnumConversion.cs
+++ b/Ryujinx.Graphics.OpenGL/EnumConversion.cs
@@ -193,9 +193,9 @@ namespace Ryujinx.Graphics.OpenGL
switch (mode)
{
case DepthStencilMode.Depth:
- return All.Depth;
+ return All.DepthComponent;
case DepthStencilMode.Stencil:
- return All.Stencil;
+ return All.StencilIndex;
}
Logger.PrintDebug(LogClass.Gpu, $"Invalid {nameof(DepthStencilMode)} enum value: {mode}.");
diff --git a/Ryujinx.Graphics.OpenGL/TextureView.cs b/Ryujinx.Graphics.OpenGL/TextureView.cs
index 2efaf7c0..8fa78e5b 100644
--- a/Ryujinx.Graphics.OpenGL/TextureView.cs
+++ b/Ryujinx.Graphics.OpenGL/TextureView.cs
@@ -100,9 +100,7 @@ namespace Ryujinx.Graphics.OpenGL
}
GL.TexParameter(target, TextureParameterName.TextureMaxLevel, maxLevel);
-
- // TODO: This requires ARB_stencil_texturing, we should uncomment and test this.
- // GL.TexParameter(target, TextureParameterName.DepthStencilTextureMode, (int)_info.DepthStencilMode.Convert());
+ GL.TexParameter(target, TextureParameterName.DepthStencilTextureMode, (int)_info.DepthStencilMode.Convert());
}
public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)