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gl_rasterizer_cache: Use dirty flags for the depth buffer
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@ -1090,6 +1090,7 @@ public:
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struct DirtyFlags {
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u8 color_buffer = 0xFF;
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bool zeta_buffer = true;
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bool shaders = true;
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@ -1098,6 +1099,7 @@ public:
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void OnMemoryWrite() {
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color_buffer = 0xFF;
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zeta_buffer = true;
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shaders = true;
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vertex_array = 0xFFFFFFFF;
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}
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