Vulkan/GL: Set the alpha channel to 0 when creating the EFB framebuffer
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@ -233,10 +233,10 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_efbDepth, 0, i);
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glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_efbDepth, 0, i);
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}
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}
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// EFB framebuffer is currently bound, make sure to clear its alpha value to 1.f
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// EFB framebuffer is currently bound, make sure to clear it before use.
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glViewport(0, 0, m_targetWidth, m_targetHeight);
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glViewport(0, 0, m_targetWidth, m_targetHeight);
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glScissor(0, 0, m_targetWidth, m_targetHeight);
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glScissor(0, 0, m_targetWidth, m_targetHeight);
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glClearColor(0.f, 0.f, 0.f, 1.f);
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClearDepthf(1.0f);
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glClearDepthf(1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@ -333,7 +333,7 @@ bool FramebufferManager::CreateEFBFramebuffer()
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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// Clear the contents of the buffers.
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// Clear the contents of the buffers.
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static const VkClearColorValue clear_color = {{0.0f, 0.0f, 0.0f, 1.0f}};
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static const VkClearColorValue clear_color = {{0.0f, 0.0f, 0.0f, 0.0f}};
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static const VkClearDepthStencilValue clear_depth = {0.0f, 0};
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static const VkClearDepthStencilValue clear_depth = {0.0f, 0};
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VkImageSubresourceRange clear_color_range = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, m_efb_layers};
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VkImageSubresourceRange clear_color_range = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, m_efb_layers};
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VkImageSubresourceRange clear_depth_range = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 0, m_efb_layers};
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VkImageSubresourceRange clear_depth_range = {VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 0, m_efb_layers};
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