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Use GL_TRUE when setting color_mask

This commit is contained in:
Albin Bernhardsson 2016-12-19 19:06:35 +01:00
parent 3a1eaf2efc
commit ddec9cb369

View file

@ -875,10 +875,10 @@ bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config)
} }
} }
cur_state.color_mask.red_enabled = true; cur_state.color_mask.red_enabled = GL_TRUE;
cur_state.color_mask.green_enabled = true; cur_state.color_mask.green_enabled = GL_TRUE;
cur_state.color_mask.blue_enabled = true; cur_state.color_mask.blue_enabled = GL_TRUE;
cur_state.color_mask.alpha_enabled = true; cur_state.color_mask.alpha_enabled = GL_TRUE;
cur_state.Apply(); cur_state.Apply();
glClearBufferfv(GL_COLOR, 0, color_values); glClearBufferfv(GL_COLOR, 0, color_values);
} else if (dst_type == SurfaceType::Depth) { } else if (dst_type == SurfaceType::Depth) {