diff --git a/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp b/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp index 6541188074..e4c9dd8511 100644 --- a/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp +++ b/Source/Plugins/Plugin_VideoOGL/Src/Render.cpp @@ -595,7 +595,7 @@ void Renderer::RenderText(const char *text, int left, int top, u32 color) { const int nBackbufferWidth = (int)OpenGL_GetBackbufferWidth(); const int nBackbufferHeight = (int)OpenGL_GetBackbufferHeight(); - + glColor4f(((color>>16) & 0xff)/255.0f, ((color>> 8) & 0xff)/255.0f, ((color>> 0) & 0xff)/255.0f, ((color>>24) & 0xFF)/255.0f); @@ -872,39 +872,31 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE { ResetAPIState(); - GLenum ColorMask = GL_FALSE, AlphaMask = GL_FALSE; - if (colorEnable) ColorMask = GL_TRUE; - if (alphaEnable) AlphaMask = GL_TRUE; - glColorMask(ColorMask, ColorMask, ColorMask, AlphaMask); + // color + GLboolean const + color_mask = colorEnable ? GL_TRUE : GL_FALSE, + alpha_mask = alphaEnable ? GL_TRUE : GL_FALSE; + glColorMask(color_mask, color_mask, color_mask, alpha_mask); - if (zEnable) - { - glEnable(GL_DEPTH_TEST); - glDepthMask(GL_TRUE); - glDepthFunc(GL_ALWAYS); - } - else - { - glDisable(GL_DEPTH_TEST); - glDepthMask(GL_FALSE); - glDepthFunc(GL_NEVER); - } + glClearColor( + float((color >> 16) & 0xFF) / 255.0f, + float((color >> 8) & 0xFF) / 255.0f, + float((color >> 0) & 0xFF) / 255.0f, + float((color >> 24) & 0xFF) / 255.0f); - // Update viewport for clearing the picture - TargetRectangle targetRc = ConvertEFBRectangle(rc); - glViewport(targetRc.left, targetRc.bottom, targetRc.GetWidth(), targetRc.GetHeight()); - glDepthRange(0.0, (float)(z & 0xFFFFFF) / float(0xFFFFFF)); + // depth + glDepthMask(zEnable ? GL_TRUE : GL_FALSE); - glColor4f((float)((color >> 16) & 0xFF) / 255.0f, - (float)((color >> 8) & 0xFF) / 255.0f, - (float)(color & 0xFF) / 255.0f, - (float)((color >> 24) & 0xFF) / 255.0f); - glBegin(GL_QUADS); - glVertex3f(-1.f, -1.f, 1.f); - glVertex3f(-1.f, 1.f, 1.f); - glVertex3f( 1.f, 1.f, 1.f); - glVertex3f( 1.f, -1.f, 1.f); - glEnd(); + glClearDepth(float(z & 0xFFFFFF) / float(0xFFFFFF)); + + // Update rect for clearing the picture + glEnable(GL_SCISSOR_TEST); + + TargetRectangle const targetRc = ConvertEFBRectangle(rc); + glScissor(targetRc.left, targetRc.bottom, targetRc.GetWidth(), targetRc.GetHeight()); + + // glColorMask/glDepthMask/glScissor affect glClear (glViewport does not) + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); RestoreAPIState(); @@ -1435,9 +1427,6 @@ void Renderer::ResetAPIState() glDisable(GL_BLEND); glDepthMask(GL_FALSE); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - - // make sure to disable wireframe when drawing the clear quad - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } void Renderer::RestoreAPIState() @@ -1451,8 +1440,7 @@ void Renderer::RestoreAPIState() SetBlendMode(true); VertexShaderManager::SetViewportChanged(); - if (g_ActiveConfig.bWireFrame) - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + glPolygonMode(GL_FRONT_AND_BACK, g_ActiveConfig.bWireFrame ? GL_LINE : GL_FILL); VertexShaderCache::SetCurrentShader(0); PixelShaderCache::SetCurrentShader(0);