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@ -537,8 +537,7 @@ std::pair<bool, bool> RasterizerOpenGL::ConfigureFramebuffers(
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texture_cache.MarkDepthBufferInUse();
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fbkey.zeta = depth_surface;
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fbkey.stencil_enable = regs.stencil_enable &&
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depth_surface->GetSurfaceParams().type == SurfaceType::DepthStencil;
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fbkey.stencil_enable = depth_surface->GetSurfaceParams().type == SurfaceType::DepthStencil;
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}
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texture_cache.GuardRenderTargets(false);
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@ -577,16 +576,15 @@ void RasterizerOpenGL::ConfigureClearFramebuffer(OpenGLState& current_state, boo
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if (depth_surface) {
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const auto& params = depth_surface->GetSurfaceParams();
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switch (params.type) {
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case VideoCore::Surface::SurfaceType::Depth: {
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case VideoCore::Surface::SurfaceType::Depth:
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depth_surface->Attach(GL_DEPTH_ATTACHMENT, GL_DRAW_FRAMEBUFFER);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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break;
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}
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case VideoCore::Surface::SurfaceType::DepthStencil: {
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depth_surface->Attach(GL_DEPTH_ATTACHMENT, GL_DRAW_FRAMEBUFFER);
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case VideoCore::Surface::SurfaceType::DepthStencil:
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depth_surface->Attach(GL_DEPTH_STENCIL_ATTACHMENT, GL_DRAW_FRAMEBUFFER);
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break;
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}
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default: { UNIMPLEMENTED(); }
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default:
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UNIMPLEMENTED();
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}
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} else {
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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@ -639,6 +637,7 @@ void RasterizerOpenGL::Clear() {
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ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear stencil but buffer is not enabled!");
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use_stencil = true;
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clear_state.stencil.test_enabled = true;
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if (regs.clear_flags.stencil) {
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// Stencil affects the clear so fill it with the used masks
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clear_state.stencil.front.test_func = GL_ALWAYS;
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@ -1119,9 +1118,12 @@ void RasterizerOpenGL::SyncStencilTestState() {
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if (!maxwell3d.dirty.stencil_test) {
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return;
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}
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const auto& regs = maxwell3d.regs;
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maxwell3d.dirty.stencil_test = false;
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const auto& regs = maxwell3d.regs;
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state.stencil.test_enabled = regs.stencil_enable != 0;
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state.MarkDirtyStencilState();
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if (!regs.stencil_enable) {
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return;
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}
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@ -1150,8 +1152,6 @@ void RasterizerOpenGL::SyncStencilTestState() {
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state.stencil.back.action_depth_fail = GL_KEEP;
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state.stencil.back.action_depth_pass = GL_KEEP;
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}
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state.MarkDirtyStencilState();
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maxwell3d.dirty.stencil_test = false;
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}
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void RasterizerOpenGL::SyncColorMask() {
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