074df4ceeb6f43789a83c4389ac7fe4db295f818
GPUViewport is creating a bunch of framebuffer textures for itself, but some space types never initialize/use them. E.g. Sequencer, Nodes etc. only ever use the "overlay" texture. Eventually when viewport is "drawn", it combines this uninitialized texture data and then only by luck it happens that most of the time it is black. But not always! The textures were only cleared (right now) on Metal backend, under GPU_clear_viewport_workaround as if it was some driver workaround. Stop doing that, and just clear them always. However, there was seemingly a performance issue on OpenGL, when this clear was being done. At least on my machine (Win10, Geforce RTX 3080Ti), the overhead of doing the clears is measurable, and is caused by usage of GL4.4 glClearTexImage instead of a framebuffer clear. As if glClearTexImage makes "pixel data to exist" on the CPU side and then later on binding this framebuffer sends off that data to the GPU, or somesuch. More details in the PR. Pull Request: https://projects.blender.org/blender/blender/pulls/131518
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