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gl_rasterizer: Implement multiple color attachments.
This commit is contained in:
parent
f9e468d891
commit
49b15af054
5 changed files with 99 additions and 136 deletions
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@ -533,7 +533,11 @@ public:
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u32 stencil_back_mask;
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u32 stencil_back_mask;
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u32 stencil_back_func_mask;
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u32 stencil_back_func_mask;
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INSERT_PADDING_WORDS(0x20);
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INSERT_PADDING_WORDS(0x13);
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u32 rt_separate_frag_data;
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INSERT_PADDING_WORDS(0xC);
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struct {
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struct {
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u32 address_high;
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u32 address_high;
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@ -557,7 +561,22 @@ public:
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struct {
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struct {
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union {
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union {
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BitField<0, 4, u32> count;
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BitField<0, 4, u32> count;
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BitField<4, 3, u32> map_0;
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BitField<7, 3, u32> map_1;
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BitField<10, 3, u32> map_2;
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BitField<13, 3, u32> map_3;
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BitField<16, 3, u32> map_4;
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BitField<19, 3, u32> map_5;
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BitField<22, 3, u32> map_6;
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BitField<25, 3, u32> map_7;
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};
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};
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u32 GetMap(size_t index) const {
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const std::array<u32, NumRenderTargets> maps{map_0, map_1, map_2, map_3,
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map_4, map_5, map_6, map_7};
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ASSERT(index < maps.size());
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return maps[index];
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}
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} rt_control;
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} rt_control;
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INSERT_PADDING_WORDS(0x2);
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INSERT_PADDING_WORDS(0x2);
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@ -968,6 +987,7 @@ ASSERT_REG_POSITION(clear_stencil, 0x368);
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ASSERT_REG_POSITION(stencil_back_func_ref, 0x3D5);
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ASSERT_REG_POSITION(stencil_back_func_ref, 0x3D5);
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ASSERT_REG_POSITION(stencil_back_mask, 0x3D6);
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ASSERT_REG_POSITION(stencil_back_mask, 0x3D6);
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ASSERT_REG_POSITION(stencil_back_func_mask, 0x3D7);
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ASSERT_REG_POSITION(stencil_back_func_mask, 0x3D7);
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ASSERT_REG_POSITION(rt_separate_frag_data, 0x3EB);
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ASSERT_REG_POSITION(zeta, 0x3F8);
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ASSERT_REG_POSITION(zeta, 0x3F8);
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ASSERT_REG_POSITION(vertex_attrib_format, 0x458);
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ASSERT_REG_POSITION(vertex_attrib_format, 0x458);
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ASSERT_REG_POSITION(rt_control, 0x487);
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ASSERT_REG_POSITION(rt_control, 0x487);
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@ -294,17 +294,10 @@ void RasterizerOpenGL::UpdatePagesCachedCount(VAddr addr, u64 size, int delta) {
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cached_pages.add({pages_interval, delta});
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cached_pages.add({pages_interval, delta});
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}
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}
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std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb,
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void RasterizerOpenGL::ConfigureFramebuffers(bool using_depth_fb, bool preserve_contents) {
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bool using_depth_fb,
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bool preserve_contents) {
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MICROPROFILE_SCOPE(OpenGL_Framebuffer);
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MICROPROFILE_SCOPE(OpenGL_Framebuffer);
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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if (regs.rt[0].format == Tegra::RenderTargetFormat::NONE) {
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LOG_ERROR(HW_GPU, "RenderTargetFormat is not configured");
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using_color_fb = false;
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}
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const bool has_stencil = regs.stencil_enable;
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const bool has_stencil = regs.stencil_enable;
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const bool write_color_fb =
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const bool write_color_fb =
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state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
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state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
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@ -314,41 +307,52 @@ std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_c
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(state.depth.test_enabled && state.depth.write_mask == GL_TRUE) ||
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(state.depth.test_enabled && state.depth.write_mask == GL_TRUE) ||
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(has_stencil && (state.stencil.front.write_mask || state.stencil.back.write_mask));
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(has_stencil && (state.stencil.front.write_mask || state.stencil.back.write_mask));
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Surface color_surface;
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Surface depth_surface;
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Surface depth_surface;
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MathUtil::Rectangle<u32> surfaces_rect;
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if (using_depth_fb) {
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std::tie(color_surface, depth_surface, surfaces_rect) =
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depth_surface = res_cache.GetDepthBufferSurface(preserve_contents);
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res_cache.GetFramebufferSurfaces(using_color_fb, using_depth_fb, preserve_contents);
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}
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const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
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// TODO(bunnei): Figure out how the below register works. According to envytools, this should be
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const MathUtil::Rectangle<u32> draw_rect{
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// used to enable multiple render targets. However, it is left unset on all games that I have
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static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.left) + viewport_rect.left,
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// tested.
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surfaces_rect.left, surfaces_rect.right)), // Left
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ASSERT_MSG(regs.rt_separate_frag_data == 0, "Unimplemented");
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static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.bottom) + viewport_rect.top,
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surfaces_rect.bottom, surfaces_rect.top)), // Top
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static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.left) + viewport_rect.right,
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surfaces_rect.left, surfaces_rect.right)), // Right
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static_cast<u32>(
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std::clamp<s32>(static_cast<s32>(surfaces_rect.bottom) + viewport_rect.bottom,
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surfaces_rect.bottom, surfaces_rect.top))}; // Bottom
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// Bind the framebuffer surfaces
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// Bind the framebuffer surfaces
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BindFramebufferSurfaces(color_surface, depth_surface, has_stencil);
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state.draw.draw_framebuffer = framebuffer.handle;
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SyncViewport(surfaces_rect);
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// Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
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// scissor test to prevent drawing outside of the framebuffer region
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state.scissor.enabled = true;
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state.scissor.x = draw_rect.left;
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state.scissor.y = draw_rect.bottom;
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state.scissor.width = draw_rect.GetWidth();
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state.scissor.height = draw_rect.GetHeight();
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state.Apply();
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state.Apply();
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// Only return the surface to be marked as dirty if writing to it is enabled.
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std::array<GLenum, Maxwell::NumRenderTargets> buffers;
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return std::make_pair(write_color_fb ? color_surface : nullptr,
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for (size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
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write_depth_fb ? depth_surface : nullptr);
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Surface color_surface = res_cache.GetColorBufferSurface(index, preserve_contents);
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buffers[index] = GL_COLOR_ATTACHMENT0 + regs.rt_control.GetMap(index);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index), GL_TEXTURE_2D,
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color_surface != nullptr ? color_surface->Texture().handle : 0, 0);
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}
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glDrawBuffers(regs.rt_control.count, buffers.data());
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if (depth_surface) {
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if (has_stencil) {
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// Attach both depth and stencil
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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depth_surface->Texture().handle, 0);
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} else {
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// Attach depth
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
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depth_surface->Texture().handle, 0);
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// Clear stencil attachment
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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}
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} else {
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// Clear both depth and stencil attachment
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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}
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SyncViewport();
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state.Apply();
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}
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}
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void RasterizerOpenGL::Clear() {
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void RasterizerOpenGL::Clear() {
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@ -407,8 +411,7 @@ void RasterizerOpenGL::Clear() {
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ScopeAcquireGLContext acquire_context{emu_window};
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ScopeAcquireGLContext acquire_context{emu_window};
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auto [dirty_color_surface, dirty_depth_surface] =
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ConfigureFramebuffers(use_depth_fb, false);
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ConfigureFramebuffers(use_color_fb, use_depth_fb, false);
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clear_state.Apply();
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clear_state.Apply();
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@ -430,8 +433,7 @@ void RasterizerOpenGL::DrawArrays() {
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ScopeAcquireGLContext acquire_context{emu_window};
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ScopeAcquireGLContext acquire_context{emu_window};
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const auto [dirty_color_surface, dirty_depth_surface] =
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ConfigureFramebuffers(true, true);
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ConfigureFramebuffers(true, regs.zeta.Address() != 0 && regs.zeta_enable != 0, true);
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SyncDepthTestState();
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SyncDepthTestState();
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SyncStencilTestState();
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SyncStencilTestState();
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@ -729,38 +731,12 @@ u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, Shader& shader,
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return current_unit + static_cast<u32>(entries.size());
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return current_unit + static_cast<u32>(entries.size());
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}
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}
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void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface,
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void RasterizerOpenGL::SyncViewport() {
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const Surface& depth_surface, bool has_stencil) {
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state.draw.draw_framebuffer = framebuffer.handle;
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state.Apply();
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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color_surface != nullptr ? color_surface->Texture().handle : 0, 0);
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if (depth_surface != nullptr) {
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if (has_stencil) {
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// attach both depth and stencil
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
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depth_surface->Texture().handle, 0);
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} else {
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// attach depth
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
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depth_surface->Texture().handle, 0);
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// clear stencil attachment
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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}
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} else {
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// clear both depth and stencil attachment
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
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0);
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}
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}
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void RasterizerOpenGL::SyncViewport(const MathUtil::Rectangle<u32>& surfaces_rect) {
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
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const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
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state.viewport.x = static_cast<GLint>(surfaces_rect.left) + viewport_rect.left;
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state.viewport.x = viewport_rect.left;
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state.viewport.y = static_cast<GLint>(surfaces_rect.bottom) + viewport_rect.bottom;
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state.viewport.y = viewport_rect.bottom;
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state.viewport.width = static_cast<GLsizei>(viewport_rect.GetWidth());
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state.viewport.width = static_cast<GLsizei>(viewport_rect.GetWidth());
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state.viewport.height = static_cast<GLsizei>(viewport_rect.GetHeight());
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state.viewport.height = static_cast<GLsizei>(viewport_rect.GetHeight());
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}
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}
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@ -97,14 +97,8 @@ private:
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GLvec4 border_color;
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GLvec4 border_color;
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};
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};
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/// Configures the color and depth framebuffer states and returns the dirty <Color, Depth>
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/// Configures the color and depth framebuffer states
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/// surfaces if writing was enabled.
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void ConfigureFramebuffers(bool using_depth_fb, bool preserve_contents);
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std::pair<Surface, Surface> ConfigureFramebuffers(bool using_color_fb, bool using_depth_fb,
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bool preserve_contents);
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/// Binds the framebuffer color and depth surface
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void BindFramebufferSurfaces(const Surface& color_surface, const Surface& depth_surface,
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bool has_stencil);
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/*
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/*
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* Configures the current constbuffers to use for the draw command.
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* Configures the current constbuffers to use for the draw command.
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@ -127,7 +121,7 @@ private:
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u32 current_unit);
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u32 current_unit);
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/// Syncs the viewport to match the guest state
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/// Syncs the viewport to match the guest state
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void SyncViewport(const MathUtil::Rectangle<u32>& surfaces_rect);
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void SyncViewport();
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/// Syncs the clip enabled status to match the guest state
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/// Syncs the clip enabled status to match the guest state
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void SyncClipEnabled();
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void SyncClipEnabled();
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@ -61,8 +61,8 @@ static VAddr TryGetCpuAddr(Tegra::GPUVAddr gpu_addr) {
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return params;
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return params;
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}
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}
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/*static*/ SurfaceParams SurfaceParams::CreateForFramebuffer(
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/*static*/ SurfaceParams SurfaceParams::CreateForFramebuffer(size_t index) {
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const Tegra::Engines::Maxwell3D::Regs::RenderTargetConfig& config) {
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const auto& config{Core::System::GetInstance().GPU().Maxwell3D().regs.rt[index]};
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SurfaceParams params{};
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SurfaceParams params{};
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params.addr = TryGetCpuAddr(config.Address());
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params.addr = TryGetCpuAddr(config.Address());
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params.is_tiled = true;
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params.is_tiled = true;
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@ -708,62 +708,34 @@ Surface RasterizerCacheOpenGL::GetTextureSurface(const Tegra::Texture::FullTextu
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return GetSurface(SurfaceParams::CreateForTexture(config));
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return GetSurface(SurfaceParams::CreateForTexture(config));
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}
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}
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SurfaceSurfaceRect_Tuple RasterizerCacheOpenGL::GetFramebufferSurfaces(bool using_color_fb,
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Surface RasterizerCacheOpenGL::GetDepthBufferSurface(bool preserve_contents) {
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bool using_depth_fb,
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const auto& regs{Core::System::GetInstance().GPU().Maxwell3D().regs};
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bool preserve_contents) {
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if (!regs.zeta.Address() || !regs.zeta_enable) {
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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return {};
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// TODO(bunnei): This is hard corded to use just the first render buffer
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LOG_TRACE(Render_OpenGL, "hard-coded for render target 0!");
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// get color and depth surfaces
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SurfaceParams color_params{};
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SurfaceParams depth_params{};
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if (using_color_fb) {
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color_params = SurfaceParams::CreateForFramebuffer(regs.rt[0]);
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}
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}
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if (using_depth_fb) {
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SurfaceParams depth_params{SurfaceParams::CreateForDepthBuffer(
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depth_params = SurfaceParams::CreateForDepthBuffer(regs.zeta_width, regs.zeta_height,
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regs.zeta_width, regs.zeta_height, regs.zeta.Address(), regs.zeta.format)};
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regs.zeta.Address(), regs.zeta.format);
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return GetSurface(depth_params, preserve_contents);
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}
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Surface RasterizerCacheOpenGL::GetColorBufferSurface(size_t index, bool preserve_contents) {
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const auto& regs{Core::System::GetInstance().GPU().Maxwell3D().regs};
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ASSERT(index < Tegra::Engines::Maxwell3D::Regs::NumRenderTargets);
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if (index >= regs.rt_control.count) {
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return {};
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}
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}
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MathUtil::Rectangle<u32> color_rect{};
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if (regs.rt[index].Address() == 0 || regs.rt[index].format == Tegra::RenderTargetFormat::NONE) {
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Surface color_surface;
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return {};
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if (using_color_fb) {
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color_surface = GetSurface(color_params, preserve_contents);
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if (color_surface) {
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color_rect = color_surface->GetSurfaceParams().GetRect();
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}
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}
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}
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MathUtil::Rectangle<u32> depth_rect{};
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const SurfaceParams color_params{SurfaceParams::CreateForFramebuffer(index)};
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Surface depth_surface;
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if (using_depth_fb) {
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depth_surface = GetSurface(depth_params, preserve_contents);
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if (depth_surface) {
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depth_rect = depth_surface->GetSurfaceParams().GetRect();
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}
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}
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MathUtil::Rectangle<u32> fb_rect{};
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return GetSurface(color_params, preserve_contents);
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if (color_surface && depth_surface) {
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fb_rect = color_rect;
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// Color and Depth surfaces must have the same dimensions and offsets
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if (color_rect.bottom != depth_rect.bottom || color_rect.top != depth_rect.top ||
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color_rect.left != depth_rect.left || color_rect.right != depth_rect.right) {
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color_surface = GetSurface(color_params);
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||||||
depth_surface = GetSurface(depth_params);
|
|
||||||
fb_rect = color_surface->GetSurfaceParams().GetRect();
|
|
||||||
}
|
|
||||||
} else if (color_surface) {
|
|
||||||
fb_rect = color_rect;
|
|
||||||
} else if (depth_surface) {
|
|
||||||
fb_rect = depth_rect;
|
|
||||||
}
|
|
||||||
|
|
||||||
return std::make_tuple(color_surface, depth_surface, fb_rect);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void RasterizerCacheOpenGL::LoadSurface(const Surface& surface) {
|
void RasterizerCacheOpenGL::LoadSurface(const Surface& surface) {
|
||||||
|
|
|
@ -669,8 +669,7 @@ struct SurfaceParams {
|
||||||
static SurfaceParams CreateForTexture(const Tegra::Texture::FullTextureInfo& config);
|
static SurfaceParams CreateForTexture(const Tegra::Texture::FullTextureInfo& config);
|
||||||
|
|
||||||
/// Creates SurfaceParams from a framebuffer configuration
|
/// Creates SurfaceParams from a framebuffer configuration
|
||||||
static SurfaceParams CreateForFramebuffer(
|
static SurfaceParams CreateForFramebuffer(size_t index);
|
||||||
const Tegra::Engines::Maxwell3D::Regs::RenderTargetConfig& config);
|
|
||||||
|
|
||||||
/// Creates SurfaceParams for a depth buffer configuration
|
/// Creates SurfaceParams for a depth buffer configuration
|
||||||
static SurfaceParams CreateForDepthBuffer(u32 zeta_width, u32 zeta_height,
|
static SurfaceParams CreateForDepthBuffer(u32 zeta_width, u32 zeta_height,
|
||||||
|
@ -774,9 +773,11 @@ public:
|
||||||
/// Get a surface based on the texture configuration
|
/// Get a surface based on the texture configuration
|
||||||
Surface GetTextureSurface(const Tegra::Texture::FullTextureInfo& config);
|
Surface GetTextureSurface(const Tegra::Texture::FullTextureInfo& config);
|
||||||
|
|
||||||
/// Get the color and depth surfaces based on the framebuffer configuration
|
/// Get the depth surface based on the framebuffer configuration
|
||||||
SurfaceSurfaceRect_Tuple GetFramebufferSurfaces(bool using_color_fb, bool using_depth_fb,
|
Surface GetDepthBufferSurface(bool preserve_contents);
|
||||||
bool preserve_contents);
|
|
||||||
|
/// Get the color surface based on the framebuffer configuration and the specified render target
|
||||||
|
Surface GetColorBufferSurface(size_t index, bool preserve_contents);
|
||||||
|
|
||||||
/// Flushes the surface to Switch memory
|
/// Flushes the surface to Switch memory
|
||||||
void FlushSurface(const Surface& surface);
|
void FlushSurface(const Surface& surface);
|
||||||
|
|
Loading…
Reference in a new issue