diff --git a/GPU/GLES/Framebuffer.cpp b/GPU/GLES/Framebuffer.cpp index d26e8c50b6..7915397950 100644 --- a/GPU/GLES/Framebuffer.cpp +++ b/GPU/GLES/Framebuffer.cpp @@ -624,7 +624,7 @@ void FramebufferManager::SetRenderFrameBuffer() { // FBO in a frame. This means that some games won't be able to avoid the on-some-GPUs // performance-crushing framebuffer reloads from RAM, but we'll have to live with that. if (vfb->last_frame_used != gpuStats.numFlips) { - frame_clearing(); + ClearBuffer(); } #endif currentRenderVfb_ = vfb; @@ -785,7 +785,7 @@ void FramebufferManager::ReadFramebufferToMemory(VirtualFramebuffer *vfb, bool s // FBO in a frame. This means that some games won't be able to avoid the on-some-GPUs // performance-crushing framebuffer reloads from RAM, but we'll have to live with that. if (nvfb->last_frame_used != gpuStats.numFlips) { - frame_clearing(); + ClearBuffer(); } #endif }