gsdx ogl: performance note of texture clear vs framebuffer clear

In case of render target. FB clear is better
This commit is contained in:
Gregory Hainaut 2016-05-16 10:38:47 +02:00
parent e776118de9
commit 1522cba5b0
1 changed files with 4 additions and 0 deletions

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@ -526,6 +526,10 @@ void GSDeviceOGL::ClearRenderTarget(GSTexture* t, const GSVector4& c)
if (T->HasBeenCleaned() && !T->IsBackbuffer())
return;
// Performance note: potentially T->Clear() could be used. However the render target
// will be used right away as the render target. So in all case, FBO must be binded
// and the texture attached too. So using the old/standard path is better.
GL_PUSH("Clear RT %d", T->GetID());
// TODO: check size of scissor before toggling it