GS: remove redundant clears from tc.

This commit is contained in:
iMineLink 2022-01-08 13:52:39 +01:00 committed by lightningterror
parent 7d27b675d0
commit 4c167cf528
1 changed files with 0 additions and 12 deletions

View File

@ -627,16 +627,6 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, int
dst->m_dirty.push_back(GSDirtyRect(GSVector4i(0, 0, TEX0.TBW * 64, max_h), TEX0.PSM));
dst->Update();
}
else
{
#ifdef ENABLE_OGL_DEBUG
switch (type) {
case RenderTarget: g_gs_device->ClearRenderTarget(dst->m_texture, 0); break;
case DepthStencil: g_gs_device->ClearDepth(dst->m_texture); break;
default: break;
}
#endif
}
}
ScaleTexture(dst->m_texture);
if (used)
@ -737,8 +727,6 @@ GSTextureCache::Target* GSTextureCache::LookupTarget(const GIFRegTEX0& TEX0, int
dst = CreateTarget(TEX0, w, h, RenderTarget);
ScaleTexture(dst->m_texture);
g_gs_device->ClearRenderTarget(dst->m_texture, 0); // new frame buffers after reset should be cleared, don't display memory garbage
if (m_preload_frame)
{
// Load GS data into frame. Game can directly uploads a background or the full image in