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gsdx-ogl: fix for gl_clear_texture
Note: Disabled for depth_stencil texture (I'm not sure we can split the two)
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-4
@@ -485,7 +485,7 @@ void GSDeviceOGL::ClearRenderTarget_ui(GSTexture* t, uint32 c)
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void GSDeviceOGL::ClearDepth(GSTexture* t, float c)
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{
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// TODO is it possible with GL44 ClearTexture? no the API is garbage!
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// Anyway, stencil can be cleared to 0 (it will be only used for date)
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// It can't be used here because it will clear both depth and stencil
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if (0 && GLLoader::found_GL_ARB_clear_texture) {
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#ifndef ENABLE_GLES
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static_cast<GSTextureOGL*>(t)->EnableUnit();
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@@ -520,10 +520,10 @@ void GSDeviceOGL::ClearDepth(GSTexture* t, float c)
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void GSDeviceOGL::ClearStencil(GSTexture* t, uint8 c)
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{
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// TODO is it possible with GL44 ClearTexture? no the API is garbage!
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if (GLLoader::found_GL_ARB_clear_texture) {
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// It can't be used here because it will clear both depth and stencil
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if (0 && GLLoader::found_GL_ARB_clear_texture) {
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#ifndef ENABLE_GLES
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static_cast<GSTextureOGL*>(t)->EnableUnit();
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gl_ClearTexImage(static_cast<GSTextureOGL*>(t)->GetID(), 0, GL_DEPTH_STENCIL, GL_BYTE, &c);
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gl_ClearTexImage(static_cast<GSTextureOGL*>(t)->GetID(), GL_TEX_LEVEL_0, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, &c);
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#endif
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} else {
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OMSetFBO(m_fbo);
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