OpenGLDevice: Fix depth clears not going through

This commit is contained in:
Stenzek 2024-03-24 20:47:37 +10:00
parent 480c78502f
commit 9cdff4781f
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@ -484,17 +484,25 @@ void OpenGLDevice::CommitClear(OpenGLTexture* tex)
{
const float depth = tex->GetClearDepth();
glDisable(GL_SCISSOR_TEST);
if (!m_last_depth_state.depth_write)
glDepthMask(GL_TRUE);
glClearBufferfv(GL_DEPTH, 0, &depth);
if (!m_last_depth_state.depth_write)
glDepthMask(GL_FALSE);
glEnable(GL_SCISSOR_TEST);
}
else
{
const auto color = tex->GetUNormClearColor();
glDisable(GL_SCISSOR_TEST);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
if (m_last_blend_state.write_mask != 0xf)
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearBufferfv(GL_COLOR, 0, color.data());
glColorMask(m_last_blend_state.write_r, m_last_blend_state.write_g, m_last_blend_state.write_b,
m_last_blend_state.write_a);
if (m_last_blend_state.write_mask != 0xf)
{
glColorMask(m_last_blend_state.write_r, m_last_blend_state.write_g, m_last_blend_state.write_b,
m_last_blend_state.write_a);
}
glEnable(GL_SCISSOR_TEST);
}
@ -529,10 +537,14 @@ void OpenGLDevice::CommitRTClearInFB(OpenGLTexture* tex, u32 idx)
{
const auto color = tex->GetUNormClearColor();
glDisable(GL_SCISSOR_TEST);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
if (m_last_blend_state.write_mask != 0xf)
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearBufferfv(GL_COLOR, static_cast<GLint>(idx), color.data());
glColorMask(m_last_blend_state.write_r, m_last_blend_state.write_g, m_last_blend_state.write_b,
m_last_blend_state.write_a);
if (m_last_blend_state.write_mask != 0xf)
{
glColorMask(m_last_blend_state.write_r, m_last_blend_state.write_g, m_last_blend_state.write_b,
m_last_blend_state.write_a);
}
glEnable(GL_SCISSOR_TEST);
tex->SetState(GPUTexture::State::Dirty);
}
@ -562,7 +574,11 @@ void OpenGLDevice::CommitDSClearInFB(OpenGLTexture* tex)
{
const float depth = tex->GetClearDepth();
glDisable(GL_SCISSOR_TEST);
if (!m_last_depth_state.depth_write)
glDepthMask(GL_TRUE);
glClearBufferfv(GL_DEPTH, 0, &depth);
if (!m_last_depth_state.depth_write)
glDepthMask(GL_FALSE);
glEnable(GL_SCISSOR_TEST);
tex->SetState(GPUTexture::State::Dirty);
}