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gl4 : clear depth and stencil seperately using the DSA version
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@ -2871,21 +2871,16 @@ bool CommandProcessor::IssueCopy() {
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// TODO(benvanik): verify format.
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// TODO(benvanik): verify format.
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GLfloat depth = {(copy_depth_clear & 0xFFFFFF00) / float(0xFFFFFF00)};
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GLfloat depth = {(copy_depth_clear & 0xFFFFFF00) / float(0xFFFFFF00)};
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GLint stencil = copy_depth_clear & 0xFF;
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GLint stencil = copy_depth_clear & 0xFF;
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GLint old_draw_framebuffer;
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GLboolean old_depth_mask;
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GLboolean old_depth_mask;
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GLint old_stencil_mask;
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GLint old_stencil_mask;
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_framebuffer);
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glGetBooleanv(GL_DEPTH_WRITEMASK, &old_depth_mask);
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glGetBooleanv(GL_DEPTH_WRITEMASK, &old_depth_mask);
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glGetIntegerv(GL_STENCIL_WRITEMASK, &old_stencil_mask);
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glGetIntegerv(GL_STENCIL_WRITEMASK, &old_stencil_mask);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, source_framebuffer->framebuffer);
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glDepthMask(GL_TRUE);
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glDepthMask(GL_TRUE);
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glStencilMask(0xFF);
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glStencilMask(0xFF);
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// HACK: this should work, but throws INVALID_ENUM on nvidia drivers.
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glClearNamedFramebufferfv(source_framebuffer->framebuffer, GL_DEPTH,
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/* glClearNamedFramebufferfi(source_framebuffer->framebuffer,
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0, @depth);
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GL_DEPTH_STENCIL,
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glClearNamedFramebufferiv(source_framebuffer->framebuffer, GL_STENCIL,
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depth, stencil);*/
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0, #stencil);
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glClearBufferfi(GL_DEPTH_STENCIL, 0, depth, stencil);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_framebuffer);
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glDepthMask(old_depth_mask);
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glDepthMask(old_depth_mask);
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glStencilMask(old_stencil_mask);
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glStencilMask(old_stencil_mask);
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}
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}
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