diff --git a/GPU/GLES/DisplayListInterpreter.cpp b/GPU/GLES/DisplayListInterpreter.cpp index 3eb5c1826e..611364881d 100644 --- a/GPU/GLES/DisplayListInterpreter.cpp +++ b/GPU/GLES/DisplayListInterpreter.cpp @@ -198,7 +198,7 @@ void GLES_GPU::InitClear() { if (!g_Config.bBufferedRendering) { glClearColor(0,0,0,1); // glClearColor(1,0,1,1); - glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); } glstate.viewport.set(0, 0, PSP_CoreParameter().pixelWidth, PSP_CoreParameter().pixelHeight); } @@ -267,7 +267,7 @@ void GLES_GPU::CopyDisplayToOutput() { DEBUG_LOG(HLE, "Found no FBO! displayFBPtr = %08x", displayFramebufPtr_); // No framebuffer to display! Clear to black. glClearColor(0,0,0,1); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Let's not add STENCIL_BUFFER_BIT until we have a stencil buffer (GL ES) + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); return; } @@ -407,7 +407,6 @@ void GLES_GPU::BeginDebugDraw() { #ifndef USING_GLES2 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); #endif - // glClear(GL_COLOR_BUFFER_BIT); } } void GLES_GPU::EndDebugDraw() { diff --git a/GPU/GLES/Framebuffer.cpp b/GPU/GLES/Framebuffer.cpp index 963560db1b..4a3597023b 100644 --- a/GPU/GLES/Framebuffer.cpp +++ b/GPU/GLES/Framebuffer.cpp @@ -72,8 +72,8 @@ FramebufferManager::FramebufferManager() { // And an initial clear. We don't clear per frame as the games are supposed to handle that // by themselves. glClearColor(0, 0, 0, 0); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + convBuf = new u8[480 * 272 * 4]; } diff --git a/native b/native index 170a45ef4f..f5e775a9a1 160000 --- a/native +++ b/native @@ -1 +1 @@ -Subproject commit 170a45ef4f2d92f290bdaa1d680c3bbbb6c5edbb +Subproject commit f5e775a9a10e38d5ac98261c132875492dfd91c3