OpenGLDevice: Keep scissor active on present clear
And disable depth test if set to always (match DX11).
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@ -612,7 +612,8 @@ ALWAYS_INLINE static void ApplyDepthState(const GPUPipeline::DepthState& ds)
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GL_EQUAL, // Equal
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}};
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(ds.depth_test != GPUPipeline::DepthFunc::Never) ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
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(ds.depth_test != GPUPipeline::DepthFunc::Always || ds.depth_write) ? glEnable(GL_DEPTH_TEST) :
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glDisable(GL_DEPTH_TEST);
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glDepthFunc(func_mapping[static_cast<u8>(ds.depth_test.GetValue())]);
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glDepthMask(ds.depth_write);
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}
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