Cut out a bit more USING_GLES2.

This commit is contained in:
Unknown W. Brackets 2015-09-05 16:28:46 -07:00
parent b22850720d
commit 2d0635c3e6
2 changed files with 15 additions and 14 deletions

View file

@ -705,15 +705,15 @@ void FramebufferManager::NotifyRenderFramebufferSwitched(VirtualFramebuffer *pre
}
textureCache_->NotifyFramebuffer(vfb->fb_address, vfb, NOTIFY_FB_UPDATED);
#ifdef USING_GLES2
// Some tiled mobile GPUs benefit IMMENSELY from clearing an FBO before rendering
// to it. This broke stuff before, so now it only clears on the first use of an
// FBO in a frame. This means that some games won't be able to avoid the on-some-GPUs
// performance-crushing framebuffer reloads from RAM, but we'll have to live with that.
if (vfb->last_frame_render != gpuStats.numFlips) {
ClearBuffer();
if (gl_extensions.IsGLES) {
// Some tiled mobile GPUs benefit IMMENSELY from clearing an FBO before rendering
// to it. This broke stuff before, so now it only clears on the first use of an
// FBO in a frame. This means that some games won't be able to avoid the on-some-GPUs
// performance-crushing framebuffer reloads from RAM, but we'll have to live with that.
if (vfb->last_frame_render != gpuStats.numFlips) {
ClearBuffer();
}
}
#endif
// Copy depth pixel value from the read framebuffer to the draw framebuffer
if (prevVfb && !g_Config.bDisableSlowFramebufEffects) {