mirror of https://github.com/PCSX2/pcsx2.git
gsdx ogl: don't use GL_ARB_clear_texture for the depth buffer
It creates some slowdowns for unknown reason. My best hypothesis is that stencil will be cleared too which is slow. Let's keep the code for the future when stencil will be dropped. Fix #1420
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@ -706,7 +706,14 @@ void GSDeviceOGL::ClearDepth(GSTexture* t, float c)
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GL_PUSH("Clear Depth %d", T->GetID());
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if (GLLoader::found_GL_ARB_clear_texture) {
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if (0 && GLLoader::found_GL_ARB_clear_texture) {
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// I don't know what the driver does but it creates
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// some slowdowns on Harry Potter PS
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// Maybe it triggers some texture relocations, or maybe
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// it clears also the stencil value (2 times slower)
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//
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// Let's disable this code for the moment.
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// Don't bother with Depth_Stencil insanity
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ASSERT(c == 0.0f);
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T->Clear(NULL);
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