ryujinx-mirror/Ryujinx.Graphics.Gpu/Engine/MethodClear.cs

62 lines
2 KiB
C#
Raw Normal View History

2019-12-29 17:41:50 +00:00
using Ryujinx.Graphics.GAL;
2019-10-13 06:02:07 +00:00
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>
2019-11-22 02:46:14 +00:00
private void Clear(GpuState state, int argument)
2019-10-13 06:02:07 +00:00
{
UpdateRenderTargetState(state, useControl: false);
2019-12-29 17:41:50 +00:00
TextureManager.CommitGraphicsBindings();
2019-10-13 06:02:07 +00:00
bool clearDepth = (argument & 1) != 0;
bool clearStencil = (argument & 2) != 0;
uint componentMask = (uint)((argument >> 2) & 0xf);
int index = (argument >> 6) & 0xf;
if (componentMask != 0)
{
2019-11-22 02:46:14 +00:00
var clearColor = state.Get<ClearColors>(MethodOffset.ClearColors);
2019-10-13 06:02:07 +00:00
ColorF color = new ColorF(
clearColor.Red,
clearColor.Green,
clearColor.Blue,
clearColor.Alpha);
_context.Renderer.Pipeline.ClearRenderTargetColor(index, componentMask, color);
2019-10-13 06:02:07 +00:00
}
if (clearDepth || clearStencil)
{
2019-11-22 02:46:14 +00:00
float depthValue = state.Get<float>(MethodOffset.ClearDepthValue);
int stencilValue = state.Get<int> (MethodOffset.ClearStencilValue);
2019-10-13 06:02:07 +00:00
int stencilMask = 0;
if (clearStencil)
{
2019-11-22 02:46:14 +00:00
stencilMask = state.Get<StencilTestState>(MethodOffset.StencilTestState).FrontMask;
2019-10-13 06:02:07 +00:00
}
_context.Renderer.Pipeline.ClearRenderTargetDepthStencil(
2019-10-13 06:02:07 +00:00
depthValue,
clearDepth,
stencilValue,
stencilMask);
}
UpdateRenderTargetState(state, useControl: true);
2019-10-13 06:02:07 +00:00
}
}
}