GPU: Support clears that don't clear the color buffer.
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be51120d23
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c1811ed3d1
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@ -420,8 +420,9 @@ bool Maxwell3D::IsShaderStageEnabled(Regs::ShaderStage stage) const {
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}
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void Maxwell3D::ProcessClearBuffers() {
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ASSERT(regs.clear_buffers.R && regs.clear_buffers.G && regs.clear_buffers.B &&
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regs.clear_buffers.A);
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ASSERT(regs.clear_buffers.R == regs.clear_buffers.G &&
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regs.clear_buffers.R == regs.clear_buffers.B &&
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regs.clear_buffers.R == regs.clear_buffers.A);
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VideoCore::g_renderer->Rasterizer()->Clear();
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}
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@ -300,6 +300,20 @@ bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
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void RasterizerOpenGL::Clear() {
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const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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GLbitfield clear_mask = 0;
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if (regs.clear_buffers.R && regs.clear_buffers.G && regs.clear_buffers.B &&
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regs.clear_buffers.A) {
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clear_mask |= GL_COLOR_BUFFER_BIT;
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}
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if (regs.clear_buffers.Z)
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clear_mask |= GL_DEPTH_BUFFER_BIT;
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if (clear_mask == 0)
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return;
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// Sync the depth test state before configuring the framebuffer surfaces.
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SyncDepthTestState();
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// TODO(bunnei): Implement these
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const bool has_stencil = false;
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const bool using_color_fb = true;
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@ -353,10 +367,6 @@ void RasterizerOpenGL::Clear() {
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regs.clear_color[3]);
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glClearDepth(regs.clear_depth);
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GLbitfield clear_mask = GL_COLOR_BUFFER_BIT;
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if (regs.clear_buffers.Z)
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clear_mask |= GL_DEPTH_BUFFER_BIT;
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glClear(clear_mask);
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// Mark framebuffer surfaces as dirty
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