OpenGLDevice: Use glClearBuffer() instead of glClear()
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603531f916
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@ -20,6 +20,8 @@
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Log_SetChannel(OpenGLDevice);
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static constexpr std::array<float, 4> s_clear_color = {{0.0f, 0.0f, 0.0f, 1.0f}};
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OpenGLDevice::OpenGLDevice()
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{
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// Something which won't be matched..
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@ -598,12 +600,9 @@ void OpenGLDevice::SetSwapInterval()
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void OpenGLDevice::RenderBlankFrame()
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{
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glDisable(GL_SCISSOR_TEST);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClearBufferfv(GL_COLOR, 0, s_clear_color.data());
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m_gl_context->SwapBuffers();
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_current_framebuffer ? m_current_framebuffer->GetGLId() : 0);
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glEnable(GL_SCISSOR_TEST);
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}
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GPUDevice::AdapterAndModeList OpenGLDevice::GetAdapterAndModeList()
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@ -697,6 +696,7 @@ bool OpenGLDevice::BeginPresent(bool skip_present)
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glClearBufferfv(GL_COLOR, 0, s_clear_color.data());
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const Common::Rectangle<s32> window_rc =
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Common::Rectangle<s32>::FromExtents(0, 0, m_window_info.surface_width, m_window_info.surface_height);
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@ -705,9 +705,6 @@ bool OpenGLDevice::BeginPresent(bool skip_present)
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m_last_scissor = window_rc;
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UpdateViewport();
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UpdateScissor();
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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return true;
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}
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@ -481,22 +481,16 @@ void OpenGLDevice::CommitClear(OpenGLTexture* tex)
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const GLenum attachment = tex->IsDepthStencil() ? GL_DEPTH_ATTACHMENT : GL_COLOR_ATTACHMENT0;
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, attachment, tex->GetGLTarget(), tex->GetGLId(), 0);
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glDisable(GL_SCISSOR_TEST);
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if (tex->IsDepthStencil())
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{
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if (glClearDepthf)
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glClearDepthf(tex->GetClearDepth());
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else
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glClearDepth(tex->GetClearDepth());
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glClear(GL_DEPTH_BUFFER_BIT);
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const float depth = tex->GetClearDepth();
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glClearBufferfv(GL_DEPTH, 0, &depth);
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}
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else
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{
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const auto color = tex->GetUNormClearColor();
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glClearColor(color[0], color[1], color[2], color[3]);
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glClear(GL_COLOR_BUFFER_BIT);
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glClearBufferfv(GL_COLOR, 0, color.data());
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}
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glEnable(GL_SCISSOR_TEST);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, attachment, GL_TEXTURE_2D, 0, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_current_framebuffer ? m_current_framebuffer->GetGLId() : 0);
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@ -515,7 +509,6 @@ void OpenGLDevice::CommitClear(OpenGLTexture* tex)
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void OpenGLDevice::CommitClear(OpenGLFramebuffer* fb)
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{
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GLenum clear_flags = 0;
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GLenum invalidate_attachments[2];
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GLuint num_invalidate_attachments = 0;
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@ -533,8 +526,7 @@ void OpenGLDevice::CommitClear(OpenGLFramebuffer* fb)
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case GPUTexture::State::Cleared:
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{
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const auto color = FB->GetUNormClearColor();
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glClearColor(color[0], color[1], color[2], color[3]);
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clear_flags |= GL_COLOR_BUFFER_BIT;
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glClearBufferfv(GL_COLOR, 0, color.data());
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FB->SetState(GPUTexture::State::Dirty);
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}
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@ -559,11 +551,8 @@ void OpenGLDevice::CommitClear(OpenGLFramebuffer* fb)
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case GPUTexture::State::Cleared:
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{
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if (glClearDepthf)
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glClearDepthf(DS->GetClearDepth());
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else
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glClearDepth(DS->GetClearDepth());
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clear_flags |= GL_DEPTH_BUFFER_BIT;
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const float depth = DS->GetClearDepth();
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glClearBufferfv(GL_DEPTH, 0, &depth);
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DS->SetState(GPUTexture::State::Dirty);
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}
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break;
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@ -577,12 +566,6 @@ void OpenGLDevice::CommitClear(OpenGLFramebuffer* fb)
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}
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}
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if (clear_flags != 0)
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{
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glDisable(GL_SCISSOR_TEST);
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glClear(clear_flags);
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glEnable(GL_SCISSOR_TEST);
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}
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if (num_invalidate_attachments > 0 && glInvalidateFramebuffer)
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glInvalidateFramebuffer(GL_DRAW_FRAMEBUFFER, num_invalidate_attachments, invalidate_attachments);
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}
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