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@@ -237,13 +237,24 @@ void RasterizerOpenGL::DrawTriangles() {
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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color_surface != nullptr ? color_surface->texture.handle : 0, 0);
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color_surface != nullptr ? color_surface->texture.handle : 0, 0);
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- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
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- depth_surface != nullptr ? depth_surface->texture.handle : 0, 0);
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- bool has_stencil =
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- regs.framebuffer.framebuffer.depth_format == Pica::FramebufferRegs::DepthFormat::D24S8;
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- glFramebufferTexture2D(
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- GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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- (has_stencil && depth_surface != nullptr) ? depth_surface->texture.handle : 0, 0);
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+ if (depth_surface != nullptr) {
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+ if (regs.framebuffer.framebuffer.depth_format ==
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+ Pica::FramebufferRegs::DepthFormat::D24S8) {
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+ // attach both depth and stencil
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+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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+ depth_surface->texture.handle, 0);
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+ } else {
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+ // attach depth
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+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
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+ depth_surface->texture.handle, 0);
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+ // clear stencil attachment
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+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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+ }
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+ } else {
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+ // clear both depth and stencil attachment
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+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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+ 0);
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+ }
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// Sync the viewport
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// Sync the viewport
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// These registers hold half-width and half-height, so must be multiplied by 2
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// These registers hold half-width and half-height, so must be multiplied by 2
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