mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-14 00:36:38 +00:00
cd48576f58
* Implementation of query queue and host conditional rendering * Resolve some comments. * Use overloads instead of passing object. * Wake the consumer threads when incrementing syncpoints. Also, do a busy loop when awaiting the counter for a blocking flush, rather than potentially sleeping the thread. * Ensure there's a command between begin and end query.
80 lines
No EOL
2.5 KiB
C#
80 lines
No EOL
2.5 KiB
C#
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Gpu.State;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Engine
|
|
{
|
|
partial class Methods
|
|
{
|
|
/// <summary>
|
|
/// Clears the current color and depth-stencil buffers.
|
|
/// Which buffers should be cleared is also specified on the argument.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void Clear(GpuState state, int argument)
|
|
{
|
|
ConditionalRenderEnabled renderEnable = GetRenderEnable(state);
|
|
|
|
if (renderEnable == ConditionalRenderEnabled.False)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Scissor affects clears aswell.
|
|
if (state.QueryModified(MethodOffset.ScissorState))
|
|
{
|
|
UpdateScissorState(state);
|
|
}
|
|
|
|
UpdateRenderTargetState(state, useControl: false);
|
|
|
|
TextureManager.CommitGraphicsBindings();
|
|
|
|
bool clearDepth = (argument & 1) != 0;
|
|
bool clearStencil = (argument & 2) != 0;
|
|
|
|
uint componentMask = (uint)((argument >> 2) & 0xf);
|
|
|
|
int index = (argument >> 6) & 0xf;
|
|
|
|
if (componentMask != 0)
|
|
{
|
|
var clearColor = state.Get<ClearColors>(MethodOffset.ClearColors);
|
|
|
|
ColorF color = new ColorF(
|
|
clearColor.Red,
|
|
clearColor.Green,
|
|
clearColor.Blue,
|
|
clearColor.Alpha);
|
|
|
|
_context.Renderer.Pipeline.ClearRenderTargetColor(index, componentMask, color);
|
|
}
|
|
|
|
if (clearDepth || clearStencil)
|
|
{
|
|
float depthValue = state.Get<float>(MethodOffset.ClearDepthValue);
|
|
int stencilValue = state.Get<int> (MethodOffset.ClearStencilValue);
|
|
|
|
int stencilMask = 0;
|
|
|
|
if (clearStencil)
|
|
{
|
|
stencilMask = state.Get<StencilTestState>(MethodOffset.StencilTestState).FrontMask;
|
|
}
|
|
|
|
_context.Renderer.Pipeline.ClearRenderTargetDepthStencil(
|
|
depthValue,
|
|
clearDepth,
|
|
stencilValue,
|
|
stencilMask);
|
|
}
|
|
|
|
UpdateRenderTargetState(state, useControl: true);
|
|
|
|
if (renderEnable == ConditionalRenderEnabled.Host)
|
|
{
|
|
_context.Renderer.Pipeline.EndHostConditionalRendering();
|
|
}
|
|
}
|
|
}
|
|
} |