mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-11-24 16:30:12 +01:00
Somewhat better ClearBuffers implementation
This commit is contained in:
parent
e6eeb6f09f
commit
22f138628b
@ -2,7 +2,7 @@ namespace Ryujinx.Graphics.Gal
|
||||
{
|
||||
public interface IGalRasterizer
|
||||
{
|
||||
void ClearBuffers(int RtIndex, GalClearBufferFlags Flags);
|
||||
void ClearBuffers(GalClearBufferFlags Flags);
|
||||
|
||||
bool IsVboCached(long Key, long DataSize);
|
||||
|
||||
|
@ -70,18 +70,15 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
||||
IndexBuffer = new IbInfo();
|
||||
}
|
||||
|
||||
public void ClearBuffers(int RtIndex, GalClearBufferFlags Flags)
|
||||
public void ClearBuffers(GalClearBufferFlags Flags)
|
||||
{
|
||||
ClearBufferMask Mask = 0;
|
||||
ClearBufferMask Mask = ClearBufferMask.ColorBufferBit;
|
||||
|
||||
//TODO: Use glColorMask to clear just the specified channels.
|
||||
if (Flags.HasFlag(GalClearBufferFlags.ColorRed) &&
|
||||
Flags.HasFlag(GalClearBufferFlags.ColorGreen) &&
|
||||
Flags.HasFlag(GalClearBufferFlags.ColorBlue) &&
|
||||
Flags.HasFlag(GalClearBufferFlags.ColorAlpha))
|
||||
{
|
||||
Mask = ClearBufferMask.ColorBufferBit;
|
||||
}
|
||||
GL.ColorMask(
|
||||
Flags.HasFlag(GalClearBufferFlags.ColorRed),
|
||||
Flags.HasFlag(GalClearBufferFlags.ColorGreen),
|
||||
Flags.HasFlag(GalClearBufferFlags.ColorBlue),
|
||||
Flags.HasFlag(GalClearBufferFlags.ColorAlpha));
|
||||
|
||||
if (Flags.HasFlag(GalClearBufferFlags.Depth))
|
||||
{
|
||||
@ -94,6 +91,8 @@ namespace Ryujinx.Graphics.Gal.OpenGL
|
||||
}
|
||||
|
||||
GL.Clear(Mask);
|
||||
|
||||
GL.ColorMask(true, true, true, true);
|
||||
}
|
||||
|
||||
public bool IsVboCached(long Key, long DataSize)
|
||||
|
@ -94,30 +94,28 @@ namespace Ryujinx.HLE.Gpu.Engines
|
||||
|
||||
int FbIndex = (Arg0 >> 6) & 0xf;
|
||||
|
||||
int Layer = (Arg0 >> 10) & 0x3ff;
|
||||
|
||||
GalClearBufferFlags Flags = (GalClearBufferFlags)(Arg0 & 0x3f);
|
||||
|
||||
SetFrameBuffer(Vmm, 0);
|
||||
SetFrameBuffer(Vmm, FbIndex);
|
||||
|
||||
Gpu.Renderer.Rasterizer.ClearBuffers(Layer, Flags);
|
||||
Gpu.Renderer.Rasterizer.ClearBuffers(Flags);
|
||||
}
|
||||
|
||||
private void SetFrameBuffer(NvGpuVmm Vmm, int FbIndex)
|
||||
{
|
||||
long VA = MakeInt64From2xInt32(NvGpuEngine3dReg.FrameBufferNAddress + FbIndex * 0x10);
|
||||
|
||||
long PA = Vmm.GetPhysicalAddress(VA);
|
||||
long Key = Vmm.GetPhysicalAddress(VA);
|
||||
|
||||
FrameBuffers.Add(PA);
|
||||
FrameBuffers.Add(Key);
|
||||
|
||||
int Width = ReadRegister(NvGpuEngine3dReg.FrameBufferNWidth + FbIndex * 0x10);
|
||||
int Height = ReadRegister(NvGpuEngine3dReg.FrameBufferNHeight + FbIndex * 0x10);
|
||||
|
||||
//Note: Using the Width/Height results seems to give incorrect results.
|
||||
//Maybe the size of all frame buffers is hardcoded to screen size? This seems unlikely.
|
||||
Gpu.Renderer.FrameBuffer.Create(PA, 1280, 720);
|
||||
Gpu.Renderer.FrameBuffer.Bind(PA);
|
||||
Gpu.Renderer.FrameBuffer.Create(Key, 1280, 720);
|
||||
Gpu.Renderer.FrameBuffer.Bind(Key);
|
||||
}
|
||||
|
||||
private long[] UploadShaders(NvGpuVmm Vmm)
|
||||
|
Loading…
Reference in New Issue
Block a user