@@ -345,9 +345,6 @@ void CHW::UpdateViews()
345345 glGenFramebuffers (1 , &pFB);
346346 CHK_GL (glBindFramebuffer (GL_FRAMEBUFFER, pFB));
347347
348- // Create the clear framebuffer
349- glGenFramebuffers (1 , &pCFB);
350-
351348 // Create a color render target
352349 glGenTextures (1 , &HW.pBaseRT );
353350 CHK_GL (glBindTexture (GL_TEXTURE_2D, HW.pBaseRT ));
@@ -365,8 +362,7 @@ void CHW::ClearRenderTargetView(GLuint pRenderTargetView, const FLOAT ColorRGBA[
365362 if (pRenderTargetView == 0 )
366363 return ;
367364
368- // Bind the clear framebuffer and attach the render target
369- RCache.set_FB (pCFB);
365+ // Attach the render target
370366 CHK_GL (glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pRenderTargetView, 0 ));
371367
372368 // Clear the color buffer without affecting the global state
@@ -375,17 +371,14 @@ void CHW::ClearRenderTargetView(GLuint pRenderTargetView, const FLOAT ColorRGBA[
375371 glClearColor (ColorRGBA[0 ], ColorRGBA[1 ], ColorRGBA[2 ], ColorRGBA[3 ]);
376372 CHK_GL (glClear (GL_COLOR_BUFFER_BIT));
377373 glPopAttrib ();
378-
379- RCache.set_FB (pFB);
380374}
381375
382376void CHW::ClearDepthStencilView (GLuint pDepthStencilView, UINT ClearFlags, FLOAT Depth, UINT8 Stencil)
383377{
384378 if (pDepthStencilView == 0 )
385379 return ;
386380
387- // Bind the clear framebuffer and attach the render target
388- RCache.set_FB (pCFB);
381+ // Attach the depth buffer
389382 CHK_GL (glFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, pDepthStencilView, 0 ));
390383
391384 u32 mask = 0 ;
@@ -408,8 +401,6 @@ void CHW::ClearDepthStencilView(GLuint pDepthStencilView, UINT ClearFlags, FLOAT
408401 }
409402 CHK_GL (glClear (mask));
410403 glPopAttrib ();
411-
412- RCache.set_FB (pFB);
413404}
414405
415406HRESULT CHW::Present (UINT SyncInterval, UINT Flags)
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