GPU: Use stencil discard workaround w/o depth test.

This commit is contained in:
Unknown W. Brackets 2021-02-22 21:40:01 -08:00
parent 39198b53a5
commit 0640ebb22d

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@ -319,7 +319,7 @@ void ComputeFragmentShaderID(FShaderID *id_out, const Draw::Bugs &bugs) {
if (g_Config.bVendorBugChecksEnabled) {
if (bugs.Has(Draw::Bugs::NO_DEPTH_CANNOT_DISCARD_STENCIL)) {
id.SetBit(FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL, !IsStencilTestOutputDisabled() && !gstate.isDepthWriteEnabled());
id.SetBit(FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL, !IsStencilTestOutputDisabled() && (!gstate.isDepthTestEnabled() || !gstate.isDepthWriteEnabled()));
}
}
}