mirror of https://github.com/PCSX2/pcsx2.git
gsdx ogl: performance note of texture clear vs framebuffer clear
In case of render target. FB clear is better
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@ -526,6 +526,10 @@ void GSDeviceOGL::ClearRenderTarget(GSTexture* t, const GSVector4& c)
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if (T->HasBeenCleaned() && !T->IsBackbuffer())
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if (T->HasBeenCleaned() && !T->IsBackbuffer())
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return;
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return;
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// Performance note: potentially T->Clear() could be used. However the render target
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// will be used right away as the render target. So in all case, FBO must be binded
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// and the texture attached too. So using the old/standard path is better.
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GL_PUSH("Clear RT %d", T->GetID());
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GL_PUSH("Clear RT %d", T->GetID());
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// TODO: check size of scissor before toggling it
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// TODO: check size of scissor before toggling it
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