mirror of https://github.com/PCSX2/pcsx2.git
gsdx: don't request a depth buffer on the window
Code directly uses depth buffer attached to a frame buffer
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2155f65478
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@ -51,7 +51,7 @@ void GSWndEGL::CreateContext(int major, int minor)
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EGL_RED_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_BLUE_SIZE, 8,
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EGL_DEPTH_SIZE, 24,
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EGL_DEPTH_SIZE, 0,
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EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
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EGL_NONE
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};
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@ -52,7 +52,7 @@ void GSWndOGL::CreateContext(int major, int minor)
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GLX_RED_SIZE , 8,
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GLX_GREEN_SIZE , 8,
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GLX_BLUE_SIZE , 8,
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GLX_DEPTH_SIZE , 24,
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GLX_DEPTH_SIZE , 0,
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GLX_DOUBLEBUFFER , True,
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None
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};
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@ -197,7 +197,7 @@ void GSWndWGL::OpenWGLDisplay()
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0, // Shift Bit Ignored
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0, // No Accumulation Buffer
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0, 0, 0, 0, // Accumulation Bits Ignored
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24, // 24Bit Z-Buffer (Depth Buffer)
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0, // 24Bit Z-Buffer (Depth Buffer)
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8, // 8bit Stencil Buffer
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0, // No Auxiliary Buffer
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PFD_MAIN_PLANE, // Main Drawing Layer
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