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Clearing FBOs on bind was a bit too aggressive an optimization.
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1 changed files with 5 additions and 3 deletions
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@ -415,10 +415,12 @@ void GLES_GPU::SetRenderFrameBuffer() {
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gstate_c.textureChanged = true;
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fbo_bind_as_render_target(vfb->fbo);
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// Tiled renderers benefit IMMENSELY from clearing an FBO before rendering
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// to it. Let's hope this doesn't break too many things...
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#ifdef USING_GLES2
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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// Tiled renderers benefit IMMENSELY from clearing an FBO before rendering
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// to it. Let's hope this doesn't break too many things...
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// It did, will have to find a better solution like clearing only if this is
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// the first time the buffer is bound on this frame.
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// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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#endif
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glstate.viewport.set(0, 0, renderWidth_, renderHeight_);
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currentRenderVfb_ = vfb;
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