Forcing depth clear - not right, but gets atrain working.
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@ -2795,7 +2795,11 @@ bool CommandProcessor::IssueCopy() {
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old_color_mask[2], old_color_mask[3]);
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}
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if (depth_clear_enabled) {
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// TODO(benvanik): figure out real condition here (maybe when color cleared?)
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// HACK: things seem to need their depth buffer cleared a lot more
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// than as indicated by the depth_clear_enabled flag.
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// if (depth_clear_enabled) {
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if (depth_target != kAnyTarget) {
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// Clear the current depth buffer.
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// TODO(benvanik): verify format.
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GLfloat depth = {(copy_depth_clear & 0xFFFFFF00) / float(0xFFFFFF00)};
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@ -1366,7 +1366,7 @@ bool GL4ShaderTranslator::TranslateALU(const instr_alu_t* alu, int sync) {
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return false;
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}
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} else {
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// assert_always();
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assert_always();
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Append(" // <UNIMPLEMENTED>\n");
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}
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}
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