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Make N64DepthCompare setting independent off enableFragmentDepthWrite one.
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@ -1245,7 +1245,8 @@ public:
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ShaderWriteDepth(const opengl::GLInfo & _glinfo)
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ShaderWriteDepth(const opengl::GLInfo & _glinfo)
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{
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{
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if (!_glinfo.isGLES2) {
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if (!_glinfo.isGLES2) {
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if (config.generalEmulation.enableFragmentDepthWrite == 0) {
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if (config.generalEmulation.enableFragmentDepthWrite == 0 &&
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config.frameBufferEmulation.N64DepthCompare == 0) {
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// Dummy write depth
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// Dummy write depth
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m_part =
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m_part =
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"void writeDepth() \n"
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"void writeDepth() \n"
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@ -823,7 +823,8 @@ void CombinerProgramUniformFactory::buildUniforms(GLuint _program,
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if (config.frameBufferEmulation.N64DepthCompare != 0)
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if (config.frameBufferEmulation.N64DepthCompare != 0)
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_uniforms.emplace_back(new UDepthInfo(_program));
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_uniforms.emplace_back(new UDepthInfo(_program));
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if (config.generalEmulation.enableFragmentDepthWrite != 0)
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if (config.generalEmulation.enableFragmentDepthWrite != 0 ||
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config.frameBufferEmulation.N64DepthCompare != 0)
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_uniforms.emplace_back(new URenderTarget(_program));
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_uniforms.emplace_back(new URenderTarget(_program));
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_uniforms.emplace_back(new UScreenCoordsScale(_program));
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_uniforms.emplace_back(new UScreenCoordsScale(_program));
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