GPU: Avoid unnecessary clear on stencil upload.
In this common case, we've typically just bound the buffer to upload a texture to it. No need to start a new render pass. This dodges #12927 but doesn't really fix the underlying issue.
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10 changed files with 27 additions and 16 deletions
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@ -379,7 +379,7 @@ VirtualFramebuffer *FramebufferManagerCommon::DoSetRenderFrameBuffer(const Frame
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if (useBufferedRendering_ && !g_Config.bDisableSlowFramebufEffects) {
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gpu->PerformMemoryUpload(params.fb_address, byteSize);
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NotifyStencilUpload(params.fb_address, byteSize, true);
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NotifyStencilUpload(params.fb_address, byteSize, StencilUpload::STENCIL_IS_ZERO);
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// TODO: Is it worth trying to upload the depth buffer?
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}
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