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Try the buffer clearing optimization on mobile again. Let me know if this causes black screens that weren't there before.
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@ -295,11 +295,12 @@ void FramebufferManager::SetRenderFrameBuffer() {
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fbo_bind_as_render_target(vfb->fbo);
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#ifdef USING_GLES2
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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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// Some tiled mobile GPUs benefit IMMENSELY from clearing an FBO before rendering
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// to it. This broke stuff before, so now it only clears on the first use of an
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// FBO in a frame. This means that some games won't be able to avoid the on-some-GPUs
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// performance-crushing framebuffer reloads from RAM, but we'll have to live with that.
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if (vfb->last_frame_used != gpuStats.numFrames)
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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, PSP_CoreParameter().renderWidth, PSP_CoreParameter().renderHeight);
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currentRenderVfb_ = vfb;
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