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fixed issues with stencil testing#158

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MCRcortex merged 3 commits into
MCRcortex:devfrom
boredhuman:dev
Oct 29, 2025
Merged

fixed issues with stencil testing#158
MCRcortex merged 3 commits into
MCRcortex:devfrom
boredhuman:dev

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@boredhuman
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The blit command was failing on my 6700xt. The documentation does specify that a blit for depth attachments, only works when the depth formats are the same, which in this case it wasn't. Although I do believe on nvidia they are more lenient when it comes to miss matching formats. I did try having seperate depth and stencil attachments however this did not seem to be supported on my machine. Furthermore the stencil testing on the full screen pass was not necessary and problematic in the cases where it did have a stencil attachment.

@iSeeEthan
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you removed glBlitNamedFramebuffer(sourceFrameBuffer, targetFB, srcX0, srcY0, srcWidth, srcHeight, 0, 0, width, height, GL_DEPTH_BUFFER_BIT, GL_NEAREST); so now the pipeline will always run a full screen pass i think

@MCRcortex
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you removed glBlitNamedFramebuffer(sourceFrameBuffer, targetFB, srcX0, srcY0, srcWidth, srcHeight, 0, 0, width, height, GL_DEPTH_BUFFER_BIT, GL_NEAREST); so now the pipeline will always run a full screen pass i think

no what they did is correct

@MCRcortex
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Trying to think if its possible to consolidate the multiple passes into a single full screen pass which do think is possible
the other slight issue with the current thing (which isnt really fixable) is if they are using a renderbuffer instead of a depth texture

@iSeeEthan
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you removed glBlitNamedFramebuffer(sourceFrameBuffer, targetFB, srcX0, srcY0, srcWidth, srcHeight, 0, 0, width, height, GL_DEPTH_BUFFER_BIT, GL_NEAREST); so now the pipeline will always run a full screen pass i think

no what they did is correct

i see now my fault sorry

@MCRcortex MCRcortex merged commit c8f552f into MCRcortex:dev Oct 29, 2025
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3 participants