From cc0327137baf7fd0f27e1c334f8f3a3a0cd0acdc Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Sun, 31 Dec 2017 00:07:02 +0100 Subject: [PATCH] Oops, forgot these. --- UI/EmuScreen.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/UI/EmuScreen.cpp b/UI/EmuScreen.cpp index c5d60485ab..e442743a9a 100644 --- a/UI/EmuScreen.cpp +++ b/UI/EmuScreen.cpp @@ -1022,9 +1022,9 @@ void EmuScreen::preRender() { if ((!useBufferedRendering && !g_Config.bSoftwareRendering) || Core_IsStepping()) { // We need to clear here already so that drawing during the frame is done on a clean slate. if (Core_IsStepping() && gpuStats.numFlips != 0) { - draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::KEEP, RPAction::DONT_CARE }); + draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::KEEP, RPAction::DONT_CARE, RPAction::DONT_CARE }); } else { - draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, 0xFF000000 }); + draw->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR, 0xFF000000 }); } Viewport viewport; @@ -1057,7 +1057,7 @@ void EmuScreen::render() { // It's possible this might be set outside PSP_RunLoopFor(). // In this case, we need to double check it here. checkPowerDown(); - thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR }); + thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR }); renderUI(); return; } @@ -1092,12 +1092,12 @@ void EmuScreen::render() { coreState = CORE_RUNNING; } else if (coreState == CORE_STEPPING) { // If we're stepping, it's convenient not to clear the screen. - thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::KEEP, RPAction::DONT_CARE }); + thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::KEEP, RPAction::DONT_CARE, RPAction::DONT_CARE }); } else { // Didn't actually reach the end of the frame, ran out of the blockTicks cycles. // In this case we need to bind and wipe the backbuffer, at least. // It's possible we never ended up outputted anything - make sure we have the backbuffer cleared - thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR }); + thin3d->BindFramebufferAsRenderTarget(nullptr, { RPAction::CLEAR, RPAction::CLEAR, RPAction::CLEAR }); } checkPowerDown();