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/ThreadedPipeline.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/ThreadedPipeline.cs')
-rw-r--r-- | Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs b/Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs index c462c559..723d29f1 100644 --- a/Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs +++ b/Ryujinx.Graphics.GAL/Multithreading/ThreadedPipeline.cs @@ -41,15 +41,15 @@ namespace Ryujinx.Graphics.GAL.Multithreading _renderer.QueueCommand(); } - public void ClearRenderTargetColor(int index, int layer, uint componentMask, ColorF color) + public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color) { - _renderer.New<ClearRenderTargetColorCommand>().Set(index, layer, componentMask, color); + _renderer.New<ClearRenderTargetColorCommand>().Set(index, layer, layerCount, componentMask, color); _renderer.QueueCommand(); } - public void ClearRenderTargetDepthStencil(int layer, float depthValue, bool depthMask, int stencilValue, int stencilMask) + public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask) { - _renderer.New<ClearRenderTargetDepthStencilCommand>().Set(layer, depthValue, depthMask, stencilValue, stencilMask); + _renderer.New<ClearRenderTargetDepthStencilCommand>().Set(layer, layerCount, depthValue, depthMask, stencilValue, stencilMask); _renderer.QueueCommand(); } |