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
This commit is contained in:
Gregory Hainaut 2016-06-27 18:03:35 +02:00
parent 79d019b5bb
commit a065a1d918
1 changed files with 8 additions and 1 deletions

View File

@ -706,7 +706,14 @@ void GSDeviceOGL::ClearDepth(GSTexture* t, float c)
GL_PUSH("Clear Depth %d", T->GetID());
if (GLLoader::found_GL_ARB_clear_texture) {
if (0 && GLLoader::found_GL_ARB_clear_texture) {
// I don't know what the driver does but it creates
// some slowdowns on Harry Potter PS
// Maybe it triggers some texture relocations, or maybe
// it clears also the stencil value (2 times slower)
//
// Let's disable this code for the moment.
// Don't bother with Depth_Stencil insanity
ASSERT(c == 0.0f);
T->Clear(NULL);