diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index 93332b7a26..4097d0cee8 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -61,6 +61,11 @@ RasterizerOpenGL::RasterizerOpenGL() "Shadow might not be able to render because of unsupported OpenGL extensions."); } + if (!GLAD_GL_ARB_copy_image) { + LOG_WARNING(Render_OpenGL, + "ARB_copy_image not supported. Some games might produce artifacts."); + } + // Clipping plane 0 is always enabled for PICA fixed clip plane z <= 0 state.clip_distance[0] = true; @@ -772,7 +777,7 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) { } OGLTexture temp_tex; - if (need_duplicate_texture) { + if (need_duplicate_texture && GLAD_GL_ARB_copy_image) { // The game is trying to use a surface as a texture and framebuffer at the same time // which causes unpredictable behavior on the host. // Making a copy to sample from eliminates this issue and seems to be fairly cheap.