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@ -893,7 +893,7 @@ bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config) |
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value_float = config.value_32bit / 16777215.0f; // 2^24 - 1
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value_float = config.value_32bit / 16777215.0f; // 2^24 - 1
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} |
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} |
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cur_state.depth.write_mask = true; |
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cur_state.depth.write_mask = GL_TRUE; |
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cur_state.Apply(); |
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cur_state.Apply(); |
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glClearBufferfv(GL_DEPTH, 0, &value_float); |
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glClearBufferfv(GL_DEPTH, 0, &value_float); |
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} else if (dst_type == SurfaceType::DepthStencil) { |
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} else if (dst_type == SurfaceType::DepthStencil) { |
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@ -908,8 +908,8 @@ bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config) |
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GLfloat value_float = (config.value_32bit & 0xFFFFFF) / 16777215.0f; // 2^24 - 1
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GLfloat value_float = (config.value_32bit & 0xFFFFFF) / 16777215.0f; // 2^24 - 1
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GLint value_int = (config.value_32bit >> 24); |
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GLint value_int = (config.value_32bit >> 24); |
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cur_state.depth.write_mask = true; |
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cur_state.stencil.write_mask = true; |
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cur_state.depth.write_mask = GL_TRUE; |
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cur_state.stencil.write_mask = 0xFF; |
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cur_state.Apply(); |
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cur_state.Apply(); |
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glClearBufferfi(GL_DEPTH_STENCIL, 0, value_float, value_int); |
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glClearBufferfi(GL_DEPTH_STENCIL, 0, value_float, value_int); |
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} |
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} |
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