wined3d: Use glClearDepthf() when available.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -5398,6 +5398,9 @@ static void ffp_blitter_clear_rendertargets(struct wined3d_device *device, unsig
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{
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{
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gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
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gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
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context_invalidate_state(context, STATE_DEPTH_STENCIL);
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context_invalidate_state(context, STATE_DEPTH_STENCIL);
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if (gl_info->supported[ARB_ES2_COMPATIBILITY])
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GL_EXTCALL(glClearDepthf(depth));
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else
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gl_info->gl_ops.gl.p_glClearDepth(depth);
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gl_info->gl_ops.gl.p_glClearDepth(depth);
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checkGLcall("glClearDepth");
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checkGLcall("glClearDepth");
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clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
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clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
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