glClear in FrameProcessorChain so the GlFrameProcessors don't have to.
Since the output textures and surfaces are managed by the FrameProcessorChain, clearing them there makes sense. This is also less error-prone as it might not be obvious to someone implementing a GlFrameProcessor that they need to glClear. (Clearing twice won't cause any problems.) PiperOrigin-RevId: 438532247
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