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@ -93,7 +93,6 @@ RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWind
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shader_program_manager = std::make_unique<GLShader::ProgramManager>();
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state.draw.shader_program = 0;
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state.Apply();
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clear_framebuffer.Create();
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LOG_DEBUG(Render_OpenGL, "Sync fixed function OpenGL state here");
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CheckExtensions();
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@ -405,46 +404,32 @@ void RasterizerOpenGL::ConfigureFramebuffers() {
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void RasterizerOpenGL::ConfigureClearFramebuffer(OpenGLState& current_state, bool using_color_fb,
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bool using_depth_fb, bool using_stencil_fb) {
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using VideoCore::Surface::SurfaceType;
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auto& gpu = system.GPU().Maxwell3D();
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const auto& regs = gpu.regs;
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texture_cache.GuardRenderTargets(true);
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View color_surface{};
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View color_surface;
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if (using_color_fb) {
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color_surface = texture_cache.GetColorBufferSurface(regs.clear_buffers.RT, false);
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}
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View depth_surface{};
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View depth_surface;
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if (using_depth_fb || using_stencil_fb) {
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depth_surface = texture_cache.GetDepthBufferSurface(false);
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}
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texture_cache.GuardRenderTargets(false);
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current_state.draw.draw_framebuffer = clear_framebuffer.handle;
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FramebufferCacheKey key;
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key.colors_count = color_surface ? 1 : 0;
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key.colors[0] = color_surface;
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key.color_attachments[0] = GL_COLOR_ATTACHMENT0;
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key.zeta = depth_surface;
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key.stencil_enable = depth_surface && depth_surface->GetSurfaceParams().type ==
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VideoCore::Surface::SurfaceType::DepthStencil;
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current_state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(key);
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current_state.ApplyFramebufferState();
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if (color_surface) {
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color_surface->Attach(GL_COLOR_ATTACHMENT0, GL_DRAW_FRAMEBUFFER);
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} else {
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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}
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if (depth_surface) {
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const auto& params = depth_surface->GetSurfaceParams();
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switch (params.type) {
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case VideoCore::Surface::SurfaceType::Depth:
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depth_surface->Attach(GL_DEPTH_ATTACHMENT, GL_DRAW_FRAMEBUFFER);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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break;
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case VideoCore::Surface::SurfaceType::DepthStencil:
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depth_surface->Attach(GL_DEPTH_STENCIL_ATTACHMENT, GL_DRAW_FRAMEBUFFER);
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break;
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default:
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UNIMPLEMENTED();
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}
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} else {
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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}
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}
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void RasterizerOpenGL::Clear() {
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