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@ -408,13 +408,12 @@ void RasterizerOpenGL::ConfigureClearFramebuffer(bool using_color_fb, bool using
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}
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void RasterizerOpenGL::Clear() {
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const auto& maxwell3d = system.GPU().Maxwell3D();
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if (!maxwell3d.ShouldExecute()) {
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const auto& gpu = system.GPU().Maxwell3D();
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if (!gpu.ShouldExecute()) {
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return;
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}
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const auto& regs = maxwell3d.regs;
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const auto& regs = gpu.regs;
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bool use_color{};
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bool use_depth{};
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bool use_stencil{};
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@ -424,14 +423,13 @@ void RasterizerOpenGL::Clear() {
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use_color = true;
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}
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if (use_color) {
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// TODO: Signal state tracker about these changes
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state_tracker.NotifyColorMask0();
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glColorMaski(0, regs.clear_buffers.R != 0, regs.clear_buffers.G != 0,
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regs.clear_buffers.B != 0, regs.clear_buffers.A != 0);
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SyncFramebufferSRGB();
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// TODO(Rodrigo): Determine if clamping is used on clears
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SyncFragmentColorClampState();
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SyncFramebufferSRGB();
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}
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if (regs.clear_buffers.Z) {
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ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear Z but buffer is not enabled!");
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@ -441,7 +439,7 @@ void RasterizerOpenGL::Clear() {
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glDepthMask(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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ASSERT_MSG(regs.zeta_enable, "Tried to clear stencil but buffer is not enabled!");
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use_stencil = true;
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}
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@ -450,20 +448,20 @@ void RasterizerOpenGL::Clear() {
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return;
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}
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ConfigureClearFramebuffer(use_color, use_depth, use_stencil);
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SyncRasterizeEnable();
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if (regs.clear_flags.scissor) {
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SyncScissorTest();
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}
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// TODO: Signal state tracker about these changes
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// TODO(Rodrigo): Find out if blending affects clearing
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state_tracker.NotifyBlend0();
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// TODO(Rodrigo): Find out if these changes affect clearing
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glDisablei(GL_BLEND, 0);
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UNIMPLEMENTED_IF(regs.clear_flags.viewport);
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ConfigureClearFramebuffer(use_color, use_depth, use_stencil);
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if (use_color) {
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glClearBufferfv(GL_COLOR, 0, regs.clear_color);
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}
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