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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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					 2 changed files with 4 additions and 4 deletions
				
			
		|  | @ -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; | ||||
|  |  | |||
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