Files
psxrecomp/runtime
tetrisgm b0feee09cc gl: clear the native-wide surface's depth buffer, per frame and on allocation
The wide mirror carries its own depth attachment, but depth was cleared in
exactly one place in this file -- hr_begin, which only ever touches the hr FBO.
So with PGXP depth on, the wide surface tested against depth written before its
allocation and never cleared since: margins accumulate depth forever and
progressively reject their own geometry, which is the same failure mode as the
s_frame_count bug and just as invisible to a single-frame A/B.

Cleared at allocation alongside colour and stencil, and again per frame in
wide_target_begin, armed at Swap exactly like the hr clear.

Latent rather than observed: the widescreen mod is off in the harness used for
the depth measurements, so g_wide_cur is 0 and the mirror pass never runs there.
It would bite any widescreen player the moment depth was enabled.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 19:07:25 -07:00
..
2026-08-15 14:46:26 -07:00
2026-08-13 10:37:18 -04:00
2026-07-29 03:18:10 -04:00