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Oops, forgot these.
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1 changed files with 5 additions and 5 deletions
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@ -1022,9 +1022,9 @@ void EmuScreen::preRender() {
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if ((!useBufferedRendering && !g_Config.bSoftwareRendering) || Core_IsStepping()) {
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// We need to clear here already so that drawing during the frame is done on a clean slate.
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if (Core_IsStepping() && gpuStats.numFlips != 0) {
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draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::KEEP, RPAction::DONT_CARE });
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draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::KEEP, RPAction::DONT_CARE, RPAction::DONT_CARE });
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} else {
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draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, 0xFF000000 });
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draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, 0xFF000000 });
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}
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Viewport viewport;
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@ -1057,7 +1057,7 @@ void EmuScreen::render() {
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// It's possible this might be set outside PSP_RunLoopFor().
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// In this case, we need to double check it here.
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checkPowerDown();
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thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR });
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thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR });
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renderUI();
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return;
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}
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@ -1092,12 +1092,12 @@ void EmuScreen::render() {
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coreState = CORE_RUNNING;
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} else if (coreState == CORE_STEPPING) {
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// If we're stepping, it's convenient not to clear the screen.
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thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::KEEP, RPAction::DONT_CARE });
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thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::KEEP, RPAction::DONT_CARE, RPAction::DONT_CARE });
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} else {
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// Didn't actually reach the end of the frame, ran out of the blockTicks cycles.
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// In this case we need to bind and wipe the backbuffer, at least.
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// It's possible we never ended up outputted anything - make sure we have the backbuffer cleared
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thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR });
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thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR });
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}
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checkPowerDown();
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