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@ -604,7 +604,8 @@ void RasterizerOpenGL::Clear() {
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prev_state.Apply();
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});
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OpenGLState clear_state;
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OpenGLState clear_state{OpenGLState::GetCurState()};
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clear_state.DefaultViewports();
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if (regs.clear_buffers.R || regs.clear_buffers.G || regs.clear_buffers.B ||
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regs.clear_buffers.A) {
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use_color = true;
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@ -624,6 +625,7 @@ void RasterizerOpenGL::Clear() {
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// true.
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clear_state.depth.test_enabled = true;
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clear_state.depth.test_func = GL_ALWAYS;
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clear_state.depth.write_mask = GL_TRUE;
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}
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if (regs.clear_buffers.S) {
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ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear stencil but buffer is not enabled!");
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@ -661,6 +663,7 @@ void RasterizerOpenGL::Clear() {
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}
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ConfigureClearFramebuffer(clear_state, use_color, use_depth, use_stencil);
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SyncViewport(clear_state);
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if (regs.clear_flags.scissor) {
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SyncScissorTest(clear_state);
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@ -670,11 +673,8 @@ void RasterizerOpenGL::Clear() {
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clear_state.EmulateViewportWithScissor();
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}
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clear_state.ApplyColorMask();
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clear_state.ApplyDepth();
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clear_state.ApplyStencilTest();
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clear_state.ApplyViewport();
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clear_state.ApplyFramebufferState();
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clear_state.AllDirty();
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clear_state.Apply();
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if (use_color) {
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glClearBufferfv(GL_COLOR, 0, regs.clear_color);
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