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Code cleanup in gDPFillRectangle
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@ -705,9 +705,9 @@ void gDPFillRectangle( s32 ulx, s32 uly, s32 lrx, s32 lry )
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// Game may use depth texture as auxilary color texture. Example: Mario Tennis
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// If color is not depth clear color, that is most likely the case
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if (gDP.fillColor.color == DepthClearColor) {
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frameBufferList().fillRDRAM(ulx, uly, lrx, lry);
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depthBuffer = dbFound;
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if (config.generalEmulation.enableFragmentDepthWrite == 0) {
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frameBufferList().fillRDRAM(ulx, uly, lrx, lry);
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drawer.clearDepthBuffer(ulx, uly, lrx, lry);
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depthBuffer = dbCleared;
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} else
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@ -716,8 +716,8 @@ void gDPFillRectangle( s32 ulx, s32 uly, s32 lrx, s32 lry )
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} else if (gDP.fillColor.color == DepthClearColor && gDP.otherMode.cycleType == G_CYC_FILL) {
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depthBuffer = dbFound;
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depthBufferList().saveBuffer(gDP.colorImage.address);
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frameBufferList().fillRDRAM(ulx, uly, lrx, lry);
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if (config.generalEmulation.enableFragmentDepthWrite == 0) {
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frameBufferList().fillRDRAM(ulx, uly, lrx, lry);
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drawer.clearDepthBuffer(ulx, uly, lrx, lry);
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depthBuffer = dbCleared;
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} else
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@ -726,9 +726,7 @@ void gDPFillRectangle( s32 ulx, s32 uly, s32 lrx, s32 lry )
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if (depthBuffer != dbCleared) {
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if (gDP.otherMode.cycleType == G_CYC_FILL) {
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if (depthBuffer == dbNone) {
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frameBufferList().fillRDRAM(ulx, uly, lrx, lry);
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}
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frameBufferList().fillRDRAM(ulx, uly, lrx, lry);
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f32 fillColor[4];
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gDPGetFillColor(fillColor);
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gDP.rectColor.r = fillColor[0];
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