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Always specify all buffers for clearing. Missing one hurst, one extra doesn't.
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0a374047b1
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@ -198,7 +198,7 @@ void GLES_GPU::InitClear() {
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if (!g_Config.bBufferedRendering) {
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glClearColor(0,0,0,1);
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// glClearColor(1,0,1,1);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight);
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}
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@ -267,7 +267,7 @@ void GLES_GPU::CopyDisplayToOutput() {
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DEBUG_LOG(HLE, "Found no FBO! displayFBPtr = %08x", displayFramebufPtr_);
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// No framebuffer to display! Clear to black.
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glClearColor(0,0,0,1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Let's not add STENCIL_BUFFER_BIT until we have a stencil buffer (GL ES)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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return;
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}
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@ -407,7 +407,6 @@ void GLES_GPU::BeginDebugDraw() {
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#ifndef USING_GLES2
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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#endif
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// glClear(GL_COLOR_BUFFER_BIT);
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}
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}
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void GLES_GPU::EndDebugDraw() {
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@ -72,8 +72,8 @@ FramebufferManager::FramebufferManager() {
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// And an initial clear. We don't clear per frame as the games are supposed to handle that
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// by themselves.
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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convBuf = new u8[480 * 272 * 4];
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}
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2
native
2
native
@ -1 +1 @@
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Subproject commit 170a45ef4f2d92f290bdaa1d680c3bbbb6c5edbb
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Subproject commit f5e775a9a10e38d5ac98261c132875492dfd91c3
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