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fix: depth stencil state issues
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d64e0c9b6f
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c6e8b5c933
3 changed files with 20 additions and 29 deletions
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@ -450,14 +450,6 @@ bool LatteMRT::UpdateCurrentFBO()
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uint8 colorBufferMask = GetActiveColorBufferMask(pixelShader, LatteGPUState.contextNew);
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bool depthBufferMask = GetActiveDepthBufferMask(LatteGPUState.contextNew);
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// if depth test is not used then detach the depth buffer
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bool depthEnable = LatteGPUState.contextNew.DB_DEPTH_CONTROL.get_Z_ENABLE();
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bool stencilTestEnable = LatteGPUState.contextNew.DB_DEPTH_CONTROL.get_STENCIL_ENABLE();
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bool backStencilEnable = LatteGPUState.contextNew.DB_DEPTH_CONTROL.get_BACK_STENCIL_ENABLE();
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if (!depthEnable && !stencilTestEnable && !backStencilEnable)
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depthBufferMask = false;
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bool hasResizedTexture = false; // set to true if any of the color buffers or the depth buffer reference a resized texture (via graphic pack texture rules)
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sLatteRenderTargetState.renderTargetIsResized = false;
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// real size
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