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texture_cache: Remove preserve_contents
preserve_contents was always true. We can't assume we don't have to preserve clears because scissored and color masked clears exist. This removes preserve_contents and assumes it as true at all times.
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@ -345,7 +345,7 @@ void RasterizerOpenGL::ConfigureFramebuffers() {
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texture_cache.GuardRenderTargets(true);
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View depth_surface = texture_cache.GetDepthBufferSurface(true);
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View depth_surface = texture_cache.GetDepthBufferSurface();
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const auto& regs = gpu.regs;
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UNIMPLEMENTED_IF(regs.rt_separate_frag_data == 0);
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@ -354,7 +354,7 @@ void RasterizerOpenGL::ConfigureFramebuffers() {
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FramebufferCacheKey key;
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const auto colors_count = static_cast<std::size_t>(regs.rt_control.count);
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for (std::size_t index = 0; index < colors_count; ++index) {
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View color_surface{texture_cache.GetColorBufferSurface(index, true)};
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View color_surface{texture_cache.GetColorBufferSurface(index)};
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if (!color_surface) {
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continue;
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}
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@ -387,12 +387,12 @@ void RasterizerOpenGL::ConfigureClearFramebuffer(bool using_color_fb, bool using
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View color_surface;
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if (using_color_fb) {
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const std::size_t index = regs.clear_buffers.RT;
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color_surface = texture_cache.GetColorBufferSurface(index, true);
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color_surface = texture_cache.GetColorBufferSurface(index);
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texture_cache.MarkColorBufferInUse(index);
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}
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View depth_surface;
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if (using_depth_fb || using_stencil_fb) {
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depth_surface = texture_cache.GetDepthBufferSurface(true);
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depth_surface = texture_cache.GetDepthBufferSurface();
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texture_cache.MarkDepthBufferInUse();
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}
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texture_cache.GuardRenderTargets(false);
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