OpenGLDevice: Disable scissor for buffer clears
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@ -484,12 +484,16 @@ void OpenGLDevice::CommitClear(OpenGLTexture* tex)
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if (tex->IsDepthStencil())
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{
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const float depth = tex->GetClearDepth();
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glDisable(GL_SCISSOR_TEST);
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glClearBufferfv(GL_DEPTH, 0, &depth);
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glEnable(GL_SCISSOR_TEST);
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}
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else
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{
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const auto color = tex->GetUNormClearColor();
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glDisable(GL_SCISSOR_TEST);
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glClearBufferfv(GL_COLOR, 0, color.data());
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glEnable(GL_SCISSOR_TEST);
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}
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, attachment, GL_TEXTURE_2D, 0, 0);
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@ -526,7 +530,9 @@ void OpenGLDevice::CommitClear(OpenGLFramebuffer* fb)
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case GPUTexture::State::Cleared:
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{
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const auto color = FB->GetUNormClearColor();
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glDisable(GL_SCISSOR_TEST);
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glClearBufferfv(GL_COLOR, 0, color.data());
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glEnable(GL_SCISSOR_TEST);
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FB->SetState(GPUTexture::State::Dirty);
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}
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@ -552,7 +558,9 @@ void OpenGLDevice::CommitClear(OpenGLFramebuffer* fb)
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case GPUTexture::State::Cleared:
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{
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const float depth = DS->GetClearDepth();
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glDisable(GL_SCISSOR_TEST);
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glClearBufferfv(GL_DEPTH, 0, &depth);
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glEnable(GL_SCISSOR_TEST);
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DS->SetState(GPUTexture::State::Dirty);
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}
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break;
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