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OpenGLDevice: Disable scissor for buffer clears
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stenzek committed Nov 24, 2023
1 parent e75c1a3 commit 2739794
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Showing 2 changed files with 12 additions and 0 deletions.
4 changes: 4 additions & 0 deletions src/util/opengl_device.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -600,7 +600,9 @@ void OpenGLDevice::SetSwapInterval()
void OpenGLDevice::RenderBlankFrame()
{
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glDisable(GL_SCISSOR_TEST);
glClearBufferfv(GL_COLOR, 0, s_clear_color.data());
glEnable(GL_SCISSOR_TEST);
m_gl_context->SwapBuffers();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_current_framebuffer ? m_current_framebuffer->GetGLId() : 0);
}
Expand Down Expand Up @@ -696,7 +698,9 @@ bool OpenGLDevice::BeginPresent(bool skip_present)
}

glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_SCISSOR_TEST);
glClearBufferfv(GL_COLOR, 0, s_clear_color.data());
glEnable(GL_SCISSOR_TEST);

const Common::Rectangle<s32> window_rc =
Common::Rectangle<s32>::FromExtents(0, 0, m_window_info.surface_width, m_window_info.surface_height);
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8 changes: 8 additions & 0 deletions src/util/opengl_texture.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -484,12 +484,16 @@ void OpenGLDevice::CommitClear(OpenGLTexture* tex)
if (tex->IsDepthStencil())
{
const float depth = tex->GetClearDepth();
glDisable(GL_SCISSOR_TEST);
glClearBufferfv(GL_DEPTH, 0, &depth);
glEnable(GL_SCISSOR_TEST);
}
else
{
const auto color = tex->GetUNormClearColor();
glDisable(GL_SCISSOR_TEST);
glClearBufferfv(GL_COLOR, 0, color.data());
glEnable(GL_SCISSOR_TEST);
}

glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, attachment, GL_TEXTURE_2D, 0, 0);
Expand Down Expand Up @@ -526,7 +530,9 @@ void OpenGLDevice::CommitClear(OpenGLFramebuffer* fb)
case GPUTexture::State::Cleared:
{
const auto color = FB->GetUNormClearColor();
glDisable(GL_SCISSOR_TEST);
glClearBufferfv(GL_COLOR, 0, color.data());
glEnable(GL_SCISSOR_TEST);
FB->SetState(GPUTexture::State::Dirty);
}

Expand All @@ -552,7 +558,9 @@ void OpenGLDevice::CommitClear(OpenGLFramebuffer* fb)
case GPUTexture::State::Cleared:
{
const float depth = DS->GetClearDepth();
glDisable(GL_SCISSOR_TEST);
glClearBufferfv(GL_DEPTH, 0, &depth);
glEnable(GL_SCISSOR_TEST);
DS->SetState(GPUTexture::State::Dirty);
}
break;
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