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https://github.com/libretro/ppsspp.git
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Delete obsolete function ClearBuffer
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33d4f8c7ad
commit
2b14c6b531
@ -533,9 +533,6 @@ void FramebufferManagerCommon::NotifyRenderFramebufferCreated(VirtualFramebuffer
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textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_CREATED);
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// TODO: Is this necessary?
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ClearBuffer();
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// ugly...
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if (gstate_c.curRTWidth != vfb->width || gstate_c.curRTHeight != vfb->height) {
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gstate_c.Dirty(DIRTY_PROJTHROUGHMATRIX);
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@ -169,7 +169,7 @@ public:
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void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format);
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void DestroyFramebuf(VirtualFramebuffer *v);
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VirtualFramebuffer *DoSetRenderFrameBuffer(const FramebufferHeuristicParams ¶ms, u32 skipDrawReason);
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VirtualFramebuffer *DoSetRenderFrameBuffer(const FramebufferHeuristicParams ¶ms, u32 skipDrawReason);
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VirtualFramebuffer *SetRenderFrameBuffer(bool framebufChanged, int skipDrawReason) {
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// Inlining this part since it's so frequent.
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if (!framebufChanged && currentRenderVfb_) {
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@ -290,7 +290,6 @@ protected:
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void SetNumExtraFBOs(int num);
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virtual void DisableState() = 0;
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virtual void ClearBuffer(bool keepState = false) = 0;
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virtual void FlushBeforeCopy() = 0;
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virtual void DecimateFBOs(); // keeping it virtual to let D3D do a little extra
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@ -207,10 +207,6 @@ void FramebufferManagerD3D11::SetShaderManager(ShaderManagerD3D11 *sm) {
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shaderManager_ = sm;
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}
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void FramebufferManagerD3D11::ClearBuffer(bool keepState) {
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draw_->Clear(Draw::FBChannel::FB_COLOR_BIT | Draw::FBChannel::FB_DEPTH_BIT | Draw::FBChannel::FB_STENCIL_BIT, 0, ToScaledDepth(0), 0);
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}
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void FramebufferManagerD3D11::DisableState() {
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context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0xF], nullptr, 0xFFFFFFFF);
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context_->RSSetState(stockD3D11.rasterStateNoCull);
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@ -83,7 +83,6 @@ public:
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protected:
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void DisableState() override;
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void ClearBuffer(bool keepState = false) override;
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void FlushBeforeCopy() override;
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// Used by ReadFramebufferToMemory and later framebuffer block copies
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@ -81,30 +81,6 @@ static const D3DVERTEXELEMENT9 g_FramebufferVertexElements[] = {
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D3DDECL_END()
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};
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void FramebufferManagerDX9::ClearBuffer(bool keepState) {
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if (keepState) {
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dxstate.scissorTest.force(false);
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dxstate.depthWrite.force(TRUE);
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dxstate.colorMask.force(true, true, true, true);
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dxstate.stencilFunc.force(D3DCMP_ALWAYS, 0, 0);
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dxstate.stencilMask.force(0xFF);
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} else {
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dxstate.scissorTest.disable();
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dxstate.depthWrite.set(TRUE);
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dxstate.colorMask.set(true, true, true, true);
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dxstate.stencilFunc.set(D3DCMP_ALWAYS, 0, 0);
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dxstate.stencilMask.set(0xFF);
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}
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device_->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET |D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 0, 0, 0), ToScaledDepth(0), 0);
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if (keepState) {
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dxstate.scissorTest.restore();
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dxstate.depthWrite.restore();
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dxstate.colorMask.restore();
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dxstate.stencilFunc.restore();
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dxstate.stencilMask.restore();
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}
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}
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void FramebufferManagerDX9::DisableState() {
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dxstate.blend.disable();
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dxstate.cullMode.set(false, false);
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@ -86,7 +86,6 @@ protected:
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void BindPostShader(const PostShaderUniforms &uniforms) override;
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void SetViewport2D(int x, int y, int w, int h) override;
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void DisableState() override;
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void ClearBuffer(bool keepState = false) override;
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void FlushBeforeCopy() override;
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void DecimateFBOs() override;
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@ -69,38 +69,6 @@ static const char basic_vs[] =
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void ConvertFromRGBA8888(u8 *dst, const u8 *src, u32 dstStride, u32 srcStride, u32 width, u32 height, GEBufferFormat format);
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void FramebufferManagerGLES::ClearBuffer(bool keepState) {
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if (keepState) {
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glstate.scissorTest.force(false);
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glstate.depthWrite.force(GL_TRUE);
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glstate.colorMask.force(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glstate.stencilFunc.force(GL_ALWAYS, 0, 0);
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glstate.stencilMask.force(0xFF);
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} else {
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glstate.scissorTest.disable();
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glstate.depthWrite.set(GL_TRUE);
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glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glstate.stencilFunc.set(GL_ALWAYS, 0, 0);
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glstate.stencilMask.set(0xFF);
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}
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearStencil(0);
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float clearDepth = ToScaledDepth(0);
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#ifdef USING_GLES2
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glClearDepthf(clearDepth);
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#else
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glClearDepth(clearDepth);
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#endif
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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if (keepState) {
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glstate.scissorTest.restore();
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glstate.depthWrite.restore();
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glstate.colorMask.restore();
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glstate.stencilFunc.restore();
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glstate.stencilMask.restore();
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}
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}
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void FramebufferManagerGLES::DisableState() {
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glstate.blend.disable();
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glstate.cullFace.disable();
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@ -662,8 +630,7 @@ void FramebufferManagerGLES::UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb)
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GLenum attachments[3] = { GL_COLOR_ATTACHMENT0, GL_STENCIL_ATTACHMENT, GL_DEPTH_ATTACHMENT };
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glInvalidateFramebuffer(GL_FRAMEBUFFER, 3, attachments);
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} else if (gl_extensions.IsGLES) {
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draw_->BindFramebufferAsRenderTarget(nvfb->fbo, { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE });
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ClearBuffer();
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draw_->BindFramebufferAsRenderTarget(nvfb->fbo, { Draw::RPAction::CLEAR, Draw::RPAction::CLEAR });
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}
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CHECK_GL_ERROR_IF_DEBUG();
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}
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@ -96,7 +96,6 @@ public:
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protected:
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void SetViewport2D(int x, int y, int w, int h) override;
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void DisableState() override;
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void ClearBuffer(bool keepState = false) override;
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void FlushBeforeCopy() override;
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// Used by ReadFramebufferToMemory and later framebuffer block copies
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@ -636,9 +636,7 @@ bool FramebufferManagerVulkan::CreateDownloadTempBuffer(VirtualFramebuffer *nvfb
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return false;
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}
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BindFramebufferAsRenderTargetnvfb->fbo);
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ClearBuffer();
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glDisable(GL_DITHER);
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BindFramebufferAsRenderTarget(nvfb->fbo);
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*/
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return true;
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}
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@ -654,7 +652,6 @@ void FramebufferManagerVulkan::UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb
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glInvalidateFramebuffer(GL_FRAMEBUFFER, 3, attachments);
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} else if (gl_extensions.IsGLES) {
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BindFramebufferAsRenderTargetnvfb->fbo);
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ClearBuffer();
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}
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*/
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}
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@ -1118,8 +1115,3 @@ bool FramebufferManagerVulkan::GetStencilbuffer(u32 fb_address, int fb_stride, G
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*/
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return false;
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}
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void FramebufferManagerVulkan::ClearBuffer(bool keepState) {
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// TODO: Ideally, this should never be called.
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// assert(false);
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}
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@ -123,7 +123,6 @@ protected:
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void BindPostShader(const PostShaderUniforms &uniforms) override;
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void SetViewport2D(int x, int y, int w, int h) override;
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void DisableState() override {}
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void ClearBuffer(bool keepState = false) override;
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void FlushBeforeCopy() override;
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// Used by ReadFramebufferToMemory and later framebuffer block copies
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