[OpenGL] More efficient colour mask handling
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@@ -850,7 +850,7 @@ void Renderer::drawVertices(PICA::PrimType primType, std::span<const Vertex> ver
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const bool depthWriteEnable = getBit<12>(depthControl);
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const int depthFunc = getBits<4, 3>(depthControl);
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const int colourMask = getBits<8, 4>(depthControl);
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glColorMask(colourMask & 1, colourMask & 2, colourMask & 4, colourMask & 8);
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gl.setColourMask(colourMask & 1, colourMask & 2, colourMask & 4, colourMask & 8);
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static constexpr std::array<GLenum, 8> depthModes = {
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GL_NEVER, GL_ALWAYS, GL_EQUAL, GL_NOTEQUAL, GL_LESS, GL_LEQUAL, GL_GREATER, GL_GEQUAL
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@@ -1012,6 +1012,7 @@ void Renderer::displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u32
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gl.disableBlend();
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gl.disableDepth();
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gl.disableScissor();
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gl.setColourMask(true, true, true, true);
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gl.useProgram(displayProgram);
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gl.bindVAO(dummyVAO);
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