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- 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);
- }
- int index = (argument >> 6) & 0xf;
- UpdateRenderTargetState(state, useControl: false, singleUse: index);
- TextureManager.CommitGraphicsBindings();
- bool clearDepth = (argument & 1) != 0;
- bool clearStencil = (argument & 2) != 0;
- uint componentMask = (uint)((argument >> 2) & 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();
- }
- }
- }
- }
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