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RasterizerGL: Use GL_TRUE and 0xFF in the stencil and depth masks instead of simply true and -1
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743b0e71d9
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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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}
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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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glClearBufferfv(GL_DEPTH, 0, &value_float);
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} else if (dst_type == SurfaceType::DepthStencil) {
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@ -908,7 +908,7 @@ 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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GLint value_int = (config.value_32bit >> 24);
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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.stencil.write_mask = 0xFF;
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cur_state.Apply();
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glClearBufferfi(GL_DEPTH_STENCIL, 0, value_float, value_int);
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@ -27,8 +27,8 @@ OpenGLState::OpenGLState() {
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stencil.test_enabled = false;
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stencil.test_func = GL_ALWAYS;
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stencil.test_ref = 0;
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stencil.test_mask = -1;
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stencil.write_mask = -1;
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stencil.test_mask = 0xFF;
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stencil.write_mask = 0xFF;
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stencil.action_depth_fail = GL_KEEP;
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stencil.action_depth_pass = GL_KEEP;
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stencil.action_stencil_fail = GL_KEEP;
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