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Diffstat (limited to 'Ryujinx.Graphics.Gpu/Engine/Threed/DrawManager.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Engine/Threed/DrawManager.cs20
1 files changed, 16 insertions, 4 deletions
diff --git a/Ryujinx.Graphics.Gpu/Engine/Threed/DrawManager.cs b/Ryujinx.Graphics.Gpu/Engine/Threed/DrawManager.cs
index e6a64205..0791feef 100644
--- a/Ryujinx.Graphics.Gpu/Engine/Threed/DrawManager.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/Threed/DrawManager.cs
@@ -487,12 +487,24 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// <summary>
/// Clears the current color and depth-stencil buffers.
- /// Which buffers should be cleared is also specified on the argument.
+ /// Which buffers should be cleared can also be specified with the argument.
/// </summary>
/// <param name="engine">3D engine where this method is being called</param>
/// <param name="argument">Method call argument</param>
public void Clear(ThreedClass engine, int argument)
{
+ Clear(engine, argument, 1);
+ }
+
+ /// <summary>
+ /// Clears the current color and depth-stencil buffers.
+ /// Which buffers should be cleared can also specified with the arguments.
+ /// </summary>
+ /// <param name="engine">3D engine where this method is being called</param>
+ /// <param name="argument">Method call argument</param>
+ /// <param name="layerCount">For array and 3D textures, indicates how many layers should be cleared</param>
+ public void Clear(ThreedClass engine, int argument, int layerCount)
+ {
ConditionalRenderEnabled renderEnable = ConditionalRendering.GetRenderEnable(
_context,
_channel.MemoryManager,
@@ -507,7 +519,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
int index = (argument >> 6) & 0xf;
int layer = (argument >> 10) & 0x3ff;
- engine.UpdateRenderTargetState(useControl: false, layered: layer != 0, singleUse: index);
+ engine.UpdateRenderTargetState(useControl: false, layered: layer != 0 || layerCount > 1, singleUse: index);
// If there is a mismatch on the host clip region and the one explicitly defined by the guest
// on the screen scissor state, then we need to force only one texture to be bound to avoid
@@ -578,7 +590,6 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
bool clearDepth = (argument & 1) != 0;
bool clearStencil = (argument & 2) != 0;
-
uint componentMask = (uint)((argument >> 2) & 0xf);
if (componentMask != 0)
@@ -587,7 +598,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
ColorF color = new ColorF(clearColor.Red, clearColor.Green, clearColor.Blue, clearColor.Alpha);
- _context.Renderer.Pipeline.ClearRenderTargetColor(index, layer, componentMask, color);
+ _context.Renderer.Pipeline.ClearRenderTargetColor(index, layer, layerCount, componentMask, color);
}
if (clearDepth || clearStencil)
@@ -609,6 +620,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
_context.Renderer.Pipeline.ClearRenderTargetDepthStencil(
layer,
+ layerCount,
depthValue,
clearDepth,
stencilValue,