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GLRasterizer: Don't try to get a pointer to the depth buffer if it doesn't exist.
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@ -816,12 +816,16 @@ void RasterizerOpenGL::ReloadColorBuffer() {
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void RasterizerOpenGL::ReloadDepthBuffer() {
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void RasterizerOpenGL::ReloadDepthBuffer() {
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// TODO: Appears to work, but double-check endianness of depth values and order of depth-stencil
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PAddr depth_buffer_addr = Pica::g_state.regs.framebuffer.GetDepthBufferPhysicalAddress();
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u8* depth_buffer = Memory::GetPhysicalPointer(Pica::g_state.regs.framebuffer.GetDepthBufferPhysicalAddress());
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if (depth_buffer == nullptr) {
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if (depth_buffer_addr == 0)
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return;
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// TODO: Appears to work, but double-check endianness of depth values and order of depth-stencil
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u8* depth_buffer = Memory::GetPhysicalPointer(depth_buffer_addr);
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if (depth_buffer == nullptr)
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return;
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return;
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}
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u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format);
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u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format);
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