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Fix glInvalidateFramebuffer in EmuScreen.
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@ -851,8 +851,8 @@ void EmuScreen::render() {
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#ifdef USING_GLES2
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// We have no use for backbuffer depth or stencil, so let tiled renderers discard them after tiling.
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if (gl_extensions.GLES3 && glInvalidateFramebuffer != nullptr) {
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GLenum attachments[3] = { GL_DEPTH, GL_STENCIL };
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glInvalidateFramebuffer(GL_FRAMEBUFFER, 3, attachments);
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GLenum attachments[2] = { GL_DEPTH, GL_STENCIL };
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glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
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} else if (!gl_extensions.GLES3) {
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// Tiled renderers like PowerVR should benefit greatly from this. However - seems I can't call it?
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bool hasDiscard = gl_extensions.EXT_discard_framebuffer; // TODO
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