diff options
author | gdkchan <gab.dark.100@gmail.com> | 2022-06-14 13:30:39 -0300 |
---|---|---|
committer | GitHub <noreply@github.com> | 2022-06-14 13:30:39 -0300 |
commit | 851f56b08a0c3b420f91143b6c6c007b429174a8 (patch) | |
tree | d4f331d1de9f4715a22abdc9b1b90b5ce5a3b4ae /Ryujinx.Graphics.OpenGL/Pipeline.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.OpenGL/Pipeline.cs')
-rw-r--r-- | Ryujinx.Graphics.OpenGL/Pipeline.cs | 12 |
1 files changed, 10 insertions, 2 deletions
diff --git a/Ryujinx.Graphics.OpenGL/Pipeline.cs b/Ryujinx.Graphics.OpenGL/Pipeline.cs index 637e4606..62d4dee9 100644 --- a/Ryujinx.Graphics.OpenGL/Pipeline.cs +++ b/Ryujinx.Graphics.OpenGL/Pipeline.cs @@ -110,7 +110,7 @@ namespace Ryujinx.Graphics.OpenGL Buffer.Clear(destination, offset, size, value); } - public void ClearRenderTargetColor(int index, uint componentMask, ColorF color) + public void ClearRenderTargetColor(int index, int layer, uint componentMask, ColorF color) { GL.ColorMask( index, @@ -119,14 +119,18 @@ namespace Ryujinx.Graphics.OpenGL (componentMask & 4) != 0, (componentMask & 8) != 0); + _framebuffer.AttachColorLayerForClear(index, layer); + float[] colors = new float[] { color.Red, color.Green, color.Blue, color.Alpha }; GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Color, index, colors); + _framebuffer.DetachColorLayerForClear(index); + RestoreComponentMask(index); } - public void ClearRenderTargetDepthStencil(float depthValue, bool depthMask, int stencilValue, int stencilMask) + public void ClearRenderTargetDepthStencil(int layer, float depthValue, bool depthMask, int stencilValue, int stencilMask) { bool stencilMaskChanged = stencilMask != 0 && @@ -144,6 +148,8 @@ namespace Ryujinx.Graphics.OpenGL GL.DepthMask(depthMask); } + _framebuffer.AttachDepthStencilLayerForClear(layer); + if (depthMask && stencilMask != 0) { GL.ClearBuffer(ClearBufferCombined.DepthStencil, 0, depthValue, stencilValue); @@ -157,6 +163,8 @@ namespace Ryujinx.Graphics.OpenGL GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Stencil, 0, ref stencilValue); } + _framebuffer.DetachDepthStencilLayerForClear(); + if (stencilMaskChanged) { GL.StencilMaskSeparate(StencilFace.Front, _stencilFrontMask); |