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Make sure to disable scissor when doing the initial clear of a new FBO.
Minor cleanups.
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4cd57b68d4
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c738364f67
@ -239,7 +239,7 @@ void ComputeFragmentShaderID(FragmentShaderID *id) {
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id->d[0] |= (enableColorDoubling & 1) << 17;
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id->d[0] |= (enableAlphaDoubling & 1) << 18;
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if (stencilToAlpha) {
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// 2 bits
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// 3 bits
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id->d[0] |= ReplaceAlphaWithStencilType() << 19;
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}
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if (enableAlphaTest)
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@ -150,9 +150,12 @@ void CenterRect(float *x, float *y, float *w, float *h,
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}
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static void ClearBuffer() {
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glstate.scissorTest.disable();
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glstate.depthWrite.set(GL_TRUE);
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glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glClearColor(0,0,0,1);
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glstate.stencilFunc.set(GL_ALWAYS, 0xFF, 0xFF);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClearStencil(0xFF);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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@ -763,7 +766,7 @@ void FramebufferManager::SetRenderFrameBuffer() {
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frameLastFramebufUsed = gpuStats.numFlips;
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vfbs_.push_back(vfb);
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ClearBuffer();
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glEnable(GL_DITHER);
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glEnable(GL_DITHER); // why?
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currentRenderVfb_ = vfb;
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INFO_LOG(SCEGE, "Creating FBO for %08x : %i x %i x %i", vfb->fb_address, vfb->width, vfb->height, vfb->format);
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@ -344,7 +344,7 @@ void TransformDrawEngine::ApplyDrawState(int prim) {
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if (!gstate.isStencilTestEnabled()) {
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amask = false;
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} else {
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// If the stencil value is set to KEEP, we shouldn't write to the stencil/alpha channel.1
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// If the stencil type is set to KEEP, we shouldn't write to the stencil/alpha channel.
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if (ReplaceAlphaWithStencilType() == STENCIL_VALUE_KEEP) {
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amask = false;
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}
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