The GPU ignores that register when clearing, but OpenGL obeys the glDepthMask parameter, so we set the depth mask to GL_TRUE when clearing the depth buffer. It will be restored to the correct value automatically on the next draw call. |
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.. | ||
gl_rasterizer_cache.cpp | ||
gl_rasterizer_cache.h | ||
gl_rasterizer.cpp | ||
gl_rasterizer.h | ||
gl_resource_manager.h | ||
gl_shader_decompiler.cpp | ||
gl_shader_decompiler.h | ||
gl_shader_gen.cpp | ||
gl_shader_gen.h | ||
gl_shader_manager.cpp | ||
gl_shader_manager.h | ||
gl_shader_util.cpp | ||
gl_shader_util.h | ||
gl_state.cpp | ||
gl_state.h | ||
gl_stream_buffer.cpp | ||
gl_stream_buffer.h | ||
maxwell_to_gl.h | ||
renderer_opengl.cpp | ||
renderer_opengl.h |