renderer_gl: Implement TextureRuntime::ClearTexture MSAA clears

When ArbClearTexture is not available, ensure the fallback implementation also clears the MSAA texture as well.
This commit is contained in:
Wunkolo 2026-05-26 07:52:50 -07:00
parent 3b3a5e5130
commit f01b8fcdcd

View file

@ -247,8 +247,7 @@ void TextureRuntime::ClearTexture(Surface& surface, const VideoCore::TextureClea
state.draw.draw_framebuffer = draw_fbos[FboIndex(surface.type)].handle; state.draw.draw_framebuffer = draw_fbos[FboIndex(surface.type)].handle;
state.Apply(); state.Apply();
surface.Attach(GL_DRAW_FRAMEBUFFER, clear.texture_level, 0); const auto ClearBuffer = [&surface, &state, &clear]() {
switch (surface.type) { switch (surface.type) {
case SurfaceType::Color: case SurfaceType::Color:
case SurfaceType::Texture: case SurfaceType::Texture:
@ -273,6 +272,16 @@ void TextureRuntime::ClearTexture(Surface& surface, const VideoCore::TextureClea
default: default:
UNREACHABLE_MSG("Unknown surface type {}", surface.type); UNREACHABLE_MSG("Unknown surface type {}", surface.type);
} }
};
surface.Attach(GL_DRAW_FRAMEBUFFER, clear.texture_level, 0);
ClearBuffer();
if (surface.GetSampleCount() > 1) {
// Clear MSAA too
surface.Attach(GL_DRAW_FRAMEBUFFER, clear.texture_level, 0, 3);
ClearBuffer();
}
} }
bool TextureRuntime::CopyTextures(Surface& source, Surface& dest, bool TextureRuntime::CopyTextures(Surface& source, Surface& dest,