RasterizerGL: Use GL_TRUE and 0xFF in the stencil and depth masks instead of simply true and -1

merge-requests/60/head
Subv 2016-11-27 12:30:03 +07:00
parent 743b0e71d9
commit 4623415026
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;