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gsdx ogl: explain better previous clear vs framebuffer comment
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@ -526,9 +526,12 @@ void GSDeviceOGL::ClearRenderTarget(GSTexture* t, const GSVector4& c)
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if (T->HasBeenCleaned() && !T->IsBackbuffer())
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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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// Performance note: potentially T->Clear() could be used. Main purpose of
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// Clear() is to avoid the framebuffer setup cost. However, in this context,
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// the texture 't' will be set as the render target of the framebuffer and
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// therefore will require a framebuffer setup.
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// So using the old/standard path is faster/better albeit verbose.
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GL_PUSH("Clear RT %d", T->GetID());
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