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authorYuri Kunde Schlesner <yuriks@yuriks.net>2016-11-27 22:57:31 +0100
committerGitHub <noreply@github.com>2016-11-27 22:57:31 +0100
commit77b7cec8afcaf9c267c8dbae49e123d980a32e73 (patch)
treeb8952ee6c0ab6b8ef94fe2bbd32285554d60ca59
parentMerge pull request #2168 from mailwl/mic (diff)
parentRasterizerGL: Use GL_TRUE and 0xFF in the stencil and depth masks instead of simply true and -1 (diff)
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-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp6
-rw-r--r--src/video_core/renderer_opengl/gl_state.cpp4
2 files changed, 5 insertions, 5 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index 7cc3b407a..d4d5903ce 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -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) {
@@ -908,8 +908,8 @@ 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.stencil.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);
}
diff --git a/src/video_core/renderer_opengl/gl_state.cpp b/src/video_core/renderer_opengl/gl_state.cpp
index ed84cadea..2a731f483 100644
--- a/src/video_core/renderer_opengl/gl_state.cpp
+++ b/src/video_core/renderer_opengl/gl_state.cpp
@@ -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;