diff --git a/src/core/renderer_gl/renderer_gl.cpp b/src/core/renderer_gl/renderer_gl.cpp index 5bd0efa3..08ac1f11 100644 --- a/src/core/renderer_gl/renderer_gl.cpp +++ b/src/core/renderer_gl/renderer_gl.cpp @@ -461,9 +461,6 @@ void RendererGL::drawVertices(PICA::PrimType primType, std::span v OpenGL::draw(primitiveTopology, GLsizei(vertices.size())); } -constexpr u32 topScreenBuffer = 0x1f000000; -constexpr u32 bottomScreenBuffer = 0x1f05dc00; - void RendererGL::display() { gl.disableScissor(); @@ -475,15 +472,6 @@ void RendererGL::display() { void RendererGL::clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) { log("GPU: Clear buffer\nStart: %08X End: %08X\nValue: %08X Control: %08X\n", startAddress, endAddress, value, control); - if (startAddress == topScreenBuffer) { - log("GPU: Cleared top screen\n"); - } else if (startAddress == bottomScreenBuffer) { - log("GPU: Tried to clear bottom screen\n"); - return; - } else { - log("GPU: Clearing some unknown buffer\n"); - } - const auto color = colourBufferCache.findFromAddress(startAddress); if (color) { const float r = getBits<24, 8>(value) / 255.0f; @@ -507,14 +495,16 @@ void RendererGL::clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 co depthVal = (value & 0xffffff) / 16777215.0f; } depth->get().fbo.bind(OpenGL::DrawFramebuffer); - OpenGL::setDepthMask(true); + gl.setDepthMask(true); OpenGL::setClearDepth(depthVal); OpenGL::clearDepth(); if (format == DepthFmt::Depth24Stencil8) { const u8 stencil = (value >> 24); OpenGL::setStencilMask(0xFF); OpenGL::setClearStencil(stencil); + OpenGL::clearStencil(); } + return; }