RasterizerGL: Use GL_TRUE and 0xFF in the stencil and depth masks instead of simply true and -1
This commit is contained in:
parent
743b0e71d9
commit
4623415026
|
@ -893,7 +893,7 @@ bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config)
|
|||
value_float = config.value_32bit / 16777215.0f; // 2^24 - 1
|
||||
}
|
||||
|
||||
cur_state.depth.write_mask = true;
|
||||
cur_state.depth.write_mask = GL_TRUE;
|
||||
cur_state.Apply();
|
||||
glClearBufferfv(GL_DEPTH, 0, &value_float);
|
||||
} else if (dst_type == SurfaceType::DepthStencil) {
|
||||
|
@ -908,7 +908,7 @@ bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config)
|
|||
GLfloat value_float = (config.value_32bit & 0xFFFFFF) / 16777215.0f; // 2^24 - 1
|
||||
GLint value_int = (config.value_32bit >> 24);
|
||||
|
||||
cur_state.depth.write_mask = true;
|
||||
cur_state.depth.write_mask = GL_TRUE;
|
||||
cur_state.stencil.write_mask = 0xFF;
|
||||
cur_state.Apply();
|
||||
glClearBufferfi(GL_DEPTH_STENCIL, 0, value_float, value_int);
|
||||
|
|
|
@ -27,8 +27,8 @@ OpenGLState::OpenGLState() {
|
|||
stencil.test_enabled = false;
|
||||
stencil.test_func = GL_ALWAYS;
|
||||
stencil.test_ref = 0;
|
||||
stencil.test_mask = -1;
|
||||
stencil.write_mask = -1;
|
||||
stencil.test_mask = 0xFF;
|
||||
stencil.write_mask = 0xFF;
|
||||
stencil.action_depth_fail = GL_KEEP;
|
||||
stencil.action_depth_pass = GL_KEEP;
|
||||
stencil.action_stencil_fail = GL_KEEP;
|
||||
|
|
Reference in New Issue