mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: reduce complexity of clear texture
Null is equivalent to a clear to 0. Note: Code is not yet used because both stencil and depth are cleared. Future note: stencil can potentially be replaced by load_store_image
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@ -519,17 +519,8 @@ void GSDeviceOGL::ClearDepth(GSTexture* t, float c)
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// It can't be used here because it will clear both depth and stencil
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if (0 && GLLoader::found_GL_ARB_clear_texture) {
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#ifndef ENABLE_GLES
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static_cast<GSTextureOGL*>(t)->EnableUnit();
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// Yes a very nice API to mix float and integer
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struct clear {
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float depth;
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GLuint stencil;
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} clear;
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clear.depth = c;
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clear.stencil = 0;
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gl_ClearTexImage(static_cast<GSTextureOGL*>(t)->GetID(), 0, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, &clear);
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ASSERT(c == 0.0f);
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gl_ClearTexImage(static_cast<GSTextureOGL*>(t)->GetID(), GL_TEX_LEVEL_0, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, NULL);
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#endif
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} else {
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OMSetFBO(m_fbo);
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@ -553,7 +544,8 @@ void GSDeviceOGL::ClearStencil(GSTexture* t, uint8 c)
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// It can't be used here because it will clear both depth and stencil
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if (0 && GLLoader::found_GL_ARB_clear_texture) {
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#ifndef ENABLE_GLES
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gl_ClearTexImage(static_cast<GSTextureOGL*>(t)->GetID(), GL_TEX_LEVEL_0, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, &c);
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ASSERT(c == 0);
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gl_ClearTexImage(static_cast<GSTextureOGL*>(t)->GetID(), GL_TEX_LEVEL_0, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, NULL);
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#endif
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} else {
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OMSetFBO(m_fbo);
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@ -322,7 +322,6 @@ GSTextureOGL::~GSTextureOGL()
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void GSTextureOGL::Clear(const void *data)
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{
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#ifndef ENABLE_GLES
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EnableUnit();
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gl_ClearTexImage(m_texture_id, 0, m_int_format, m_int_type, data);
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#endif
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}
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