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renderer_gl: Implement TextureRuntime::ClearTexture MSAA clears
When ArbClearTexture is not available, ensure the fallback implementation also clears the MSAA texture as well.
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1 changed files with 33 additions and 24 deletions
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@ -247,8 +247,7 @@ void TextureRuntime::ClearTexture(Surface& surface, const VideoCore::TextureClea
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state.draw.draw_framebuffer = draw_fbos[FboIndex(surface.type)].handle;
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state.draw.draw_framebuffer = draw_fbos[FboIndex(surface.type)].handle;
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state.Apply();
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state.Apply();
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surface.Attach(GL_DRAW_FRAMEBUFFER, clear.texture_level, 0);
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const auto ClearBuffer = [&surface, &state, &clear]() {
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switch (surface.type) {
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switch (surface.type) {
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case SurfaceType::Color:
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case SurfaceType::Color:
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case SurfaceType::Texture:
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case SurfaceType::Texture:
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@ -273,6 +272,16 @@ void TextureRuntime::ClearTexture(Surface& surface, const VideoCore::TextureClea
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default:
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default:
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UNREACHABLE_MSG("Unknown surface type {}", surface.type);
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UNREACHABLE_MSG("Unknown surface type {}", surface.type);
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}
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}
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};
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surface.Attach(GL_DRAW_FRAMEBUFFER, clear.texture_level, 0);
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ClearBuffer();
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if (surface.GetSampleCount() > 1) {
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// Clear MSAA too
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surface.Attach(GL_DRAW_FRAMEBUFFER, clear.texture_level, 0, 3);
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ClearBuffer();
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}
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}
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}
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bool TextureRuntime::CopyTextures(Surface& source, Surface& dest,
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bool TextureRuntime::CopyTextures(Surface& source, Surface& dest,
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