diff options
author | gdkchan <gab.dark.100@gmail.com> | 2022-08-04 18:30:08 -0300 |
---|---|---|
committer | GitHub <noreply@github.com> | 2022-08-04 21:30:08 +0000 |
commit | 1080f64df9abd7af7ed762668e4fc9a300ae30f2 (patch) | |
tree | dc6c882fe3254c9966b916f29e3783de0c61f2b2 /Ryujinx.Graphics.GAL/Multithreading/Commands/ClearRenderTargetDepthStencilCommand.cs | |
parent | c48a75979fad2cf7909f128e265086ff83c2ba55 (diff) |
Implement HLE macros for render target clears (#3528)1.1.207
* Implement HLE macros for render target clears
* Add constants for the offsets
Diffstat (limited to 'Ryujinx.Graphics.GAL/Multithreading/Commands/ClearRenderTargetDepthStencilCommand.cs')
-rw-r--r-- | Ryujinx.Graphics.GAL/Multithreading/Commands/ClearRenderTargetDepthStencilCommand.cs | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/Ryujinx.Graphics.GAL/Multithreading/Commands/ClearRenderTargetDepthStencilCommand.cs b/Ryujinx.Graphics.GAL/Multithreading/Commands/ClearRenderTargetDepthStencilCommand.cs index c5c76539..c9ebad21 100644 --- a/Ryujinx.Graphics.GAL/Multithreading/Commands/ClearRenderTargetDepthStencilCommand.cs +++ b/Ryujinx.Graphics.GAL/Multithreading/Commands/ClearRenderTargetDepthStencilCommand.cs @@ -4,14 +4,16 @@ { public CommandType CommandType => CommandType.ClearRenderTargetDepthStencil; private int _layer; + private int _layerCount; private float _depthValue; private bool _depthMask; private int _stencilValue; private int _stencilMask; - public void Set(int layer, float depthValue, bool depthMask, int stencilValue, int stencilMask) + public void Set(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask) { _layer = layer; + _layerCount = layerCount; _depthValue = depthValue; _depthMask = depthMask; _stencilValue = stencilValue; @@ -20,7 +22,7 @@ public static void Run(ref ClearRenderTargetDepthStencilCommand command, ThreadedRenderer threaded, IRenderer renderer) { - renderer.Pipeline.ClearRenderTargetDepthStencil(command._layer, command._depthValue, command._depthMask, command._stencilValue, command._stencilMask); + renderer.Pipeline.ClearRenderTargetDepthStencil(command._layer, command._layerCount, command._depthValue, command._depthMask, command._stencilValue, command._stencilMask); } } } |