mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: improve debug of stencil
Note: ENABLE_OGL_STENCIL_DEBUG could be dropped now that I can read the stencil properly
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@ -962,6 +962,7 @@ void GSDeviceOGL::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* ver
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#ifdef ENABLE_OGL_STENCIL_DEBUG
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const GSVector2i& size = rt->GetSize();
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GSTexture* t = CreateRenderTarget(size.x, size.y, false);
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ClearRenderTarget(t, 0);
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#else
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GSTexture* t = NULL;
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#endif
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@ -180,7 +180,7 @@ public:
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{
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// Only needed once since m_stencil_mask is constant
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// Control which stencil bitplane are written
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glStencilMask(1);
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glStencilMask(0xFF);
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}
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void EnableDepth() { m_depth_enable = true; }
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@ -51,6 +51,10 @@ void GSDeviceOGL::CreateTextureFX()
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m_vs[key] = CompileVS(sel, logz);
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}
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// Enable all bits for stencil operations. Technically 1 bit is
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// enough but buffer is polluted with noise. Clear will be limited
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// to the mask.
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glStencilMask(0xFF);
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for (uint32 key = 0; key < OMDepthStencilSelector::size(); key++)
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m_om_dss[key] = CreateDepthStencil(OMDepthStencilSelector(key));
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