diff --git a/pcsx2/GS/Renderers/HW/GSTextureCache.cpp b/pcsx2/GS/Renderers/HW/GSTextureCache.cpp index c06981f47d..1c72634c7b 100644 --- a/pcsx2/GS/Renderers/HW/GSTextureCache.cpp +++ b/pcsx2/GS/Renderers/HW/GSTextureCache.cpp @@ -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