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Remove redundant call to SetColorUpdated
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@@ -467,10 +467,6 @@ void DrawEngineD3D11::Flush() {
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if (gstate.isClearModeAlphaMask()) clearFlag |= Draw::FBChannel::FB_STENCIL_BIT;
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if (gstate.isClearModeDepthMask()) clearFlag |= Draw::FBChannel::FB_DEPTH_BIT;
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if (clearFlag & Draw::FBChannel::FB_COLOR_BIT) {
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framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
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}
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uint8_t clearStencil = clearColor >> 24;
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draw_->Clear(clearFlag, clearColor, clearDepth, clearStencil);
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@@ -404,10 +404,6 @@ void DrawEngineDX9::Flush() {
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if (gstate.isClearModeAlphaMask()) mask |= D3DCLEAR_STENCIL;
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if (gstate.isClearModeDepthMask()) mask |= D3DCLEAR_ZBUFFER;
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if (mask & D3DCLEAR_TARGET) {
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framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
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}
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device_->Clear(0, NULL, mask, SwapRB(clearColor), clearDepth, clearColor >> 24);
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if (gstate_c.Use(GPU_USE_CLEAR_RAM_HACK) && gstate.isClearModeColorMask() && (gstate.isClearModeAlphaMask() || gstate_c.framebufFormat == GE_FORMAT_565)) {
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@@ -437,7 +437,6 @@ void DrawEngineGLES::Flush() {
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if (depthMask) target |= GL_DEPTH_BUFFER_BIT;
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render_->Clear(clearColor, clearDepth, clearColor >> 24, target, rgbaMask, vpAndScissor_.scissorX, vpAndScissor_.scissorY, vpAndScissor_.scissorW, vpAndScissor_.scissorH);
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framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
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if (gstate_c.Use(GPU_USE_CLEAR_RAM_HACK) && colorMask && (alphaMask || gstate_c.framebufFormat == GE_FORMAT_565)) {
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int scissorX1 = gstate.getScissorX1();
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@@ -555,9 +555,6 @@ void DrawEngineVulkan::Flush() {
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// Note that since the alpha channel and the stencil channel are shared on the PSP,
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// when we clear alpha, we also clear stencil to the same value.
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draw_->Clear(mask, result.color, result.depth, result.color >> 24);
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if (clearColor || clearAlpha) {
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framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
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}
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if (gstate_c.Use(GPU_USE_CLEAR_RAM_HACK) && gstate.isClearModeColorMask() && (gstate.isClearModeAlphaMask() || gstate.FrameBufFormat() == GE_FORMAT_565)) {
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int scissorX1 = gstate.getScissorX1();
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int scissorY1 = gstate.getScissorY1();
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