diff options
author | gdkchan <gab.dark.100@gmail.com> | 2022-06-14 13:30:39 -0300 |
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committer | GitHub <noreply@github.com> | 2022-06-14 13:30:39 -0300 |
commit | 851f56b08a0c3b420f91143b6c6c007b429174a8 (patch) | |
tree | d4f331d1de9f4715a22abdc9b1b90b5ce5a3b4ae /Ryujinx.Graphics.GAL/Multithreading/Commands/ClearRenderTargetDepthStencilCommand.cs | |
parent | b1bd6a50b5341f444ceb31bbb0fb64f685828d75 (diff) |
Support Array/3D depth-stencil render target, and single layer clears (#3400)1.1.147
* Support Array/3D depth-stencil render target, and single layer clears
* Alignment
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 3692cd37..c5c76539 100644 --- a/Ryujinx.Graphics.GAL/Multithreading/Commands/ClearRenderTargetDepthStencilCommand.cs +++ b/Ryujinx.Graphics.GAL/Multithreading/Commands/ClearRenderTargetDepthStencilCommand.cs @@ -3,13 +3,15 @@ struct ClearRenderTargetDepthStencilCommand : IGALCommand { public CommandType CommandType => CommandType.ClearRenderTargetDepthStencil; + private int _layer; private float _depthValue; private bool _depthMask; private int _stencilValue; private int _stencilMask; - public void Set(float depthValue, bool depthMask, int stencilValue, int stencilMask) + public void Set(int layer, float depthValue, bool depthMask, int stencilValue, int stencilMask) { + _layer = layer; _depthValue = depthValue; _depthMask = depthMask; _stencilValue = stencilValue; @@ -18,7 +20,7 @@ public static void Run(ref ClearRenderTargetDepthStencilCommand command, ThreadedRenderer threaded, IRenderer renderer) { - renderer.Pipeline.ClearRenderTargetDepthStencil(command._depthValue, command._depthMask, command._stencilValue, command._stencilMask); + renderer.Pipeline.ClearRenderTargetDepthStencil(command._layer, command._depthValue, command._depthMask, command._stencilValue, command._stencilMask); } } } |