Somewhat better ClearBuffers implementation

This commit is contained in:
gdkchan 2018-06-28 00:11:49 -03:00
parent e6eeb6f09f
commit 22f138628b
3 changed files with 16 additions and 19 deletions

View file

@ -2,7 +2,7 @@ namespace Ryujinx.Graphics.Gal
{
public interface IGalRasterizer
{
void ClearBuffers(int RtIndex, GalClearBufferFlags Flags);
void ClearBuffers(GalClearBufferFlags Flags);
bool IsVboCached(long Key, long DataSize);

View file

@ -70,18 +70,15 @@ namespace Ryujinx.Graphics.Gal.OpenGL
IndexBuffer = new IbInfo();
}
public void ClearBuffers(int RtIndex, GalClearBufferFlags Flags)
public void ClearBuffers(GalClearBufferFlags Flags)
{
ClearBufferMask Mask = 0;
ClearBufferMask Mask = ClearBufferMask.ColorBufferBit;
//TODO: Use glColorMask to clear just the specified channels.
if (Flags.HasFlag(GalClearBufferFlags.ColorRed) &&
Flags.HasFlag(GalClearBufferFlags.ColorGreen) &&
Flags.HasFlag(GalClearBufferFlags.ColorBlue) &&
Flags.HasFlag(GalClearBufferFlags.ColorAlpha))
{
Mask = ClearBufferMask.ColorBufferBit;
}
GL.ColorMask(
Flags.HasFlag(GalClearBufferFlags.ColorRed),
Flags.HasFlag(GalClearBufferFlags.ColorGreen),
Flags.HasFlag(GalClearBufferFlags.ColorBlue),
Flags.HasFlag(GalClearBufferFlags.ColorAlpha));
if (Flags.HasFlag(GalClearBufferFlags.Depth))
{
@ -94,6 +91,8 @@ namespace Ryujinx.Graphics.Gal.OpenGL
}
GL.Clear(Mask);
GL.ColorMask(true, true, true, true);
}
public bool IsVboCached(long Key, long DataSize)

View file

@ -94,30 +94,28 @@ namespace Ryujinx.HLE.Gpu.Engines
int FbIndex = (Arg0 >> 6) & 0xf;
int Layer = (Arg0 >> 10) & 0x3ff;
GalClearBufferFlags Flags = (GalClearBufferFlags)(Arg0 & 0x3f);
SetFrameBuffer(Vmm, 0);
SetFrameBuffer(Vmm, FbIndex);
Gpu.Renderer.Rasterizer.ClearBuffers(Layer, Flags);
Gpu.Renderer.Rasterizer.ClearBuffers(Flags);
}
private void SetFrameBuffer(NvGpuVmm Vmm, int FbIndex)
{
long VA = MakeInt64From2xInt32(NvGpuEngine3dReg.FrameBufferNAddress + FbIndex * 0x10);
long PA = Vmm.GetPhysicalAddress(VA);
long Key = Vmm.GetPhysicalAddress(VA);
FrameBuffers.Add(PA);
FrameBuffers.Add(Key);
int Width = ReadRegister(NvGpuEngine3dReg.FrameBufferNWidth + FbIndex * 0x10);
int Height = ReadRegister(NvGpuEngine3dReg.FrameBufferNHeight + FbIndex * 0x10);
//Note: Using the Width/Height results seems to give incorrect results.
//Maybe the size of all frame buffers is hardcoded to screen size? This seems unlikely.
Gpu.Renderer.FrameBuffer.Create(PA, 1280, 720);
Gpu.Renderer.FrameBuffer.Bind(PA);
Gpu.Renderer.FrameBuffer.Create(Key, 1280, 720);
Gpu.Renderer.FrameBuffer.Bind(Key);
}
private long[] UploadShaders(NvGpuVmm Vmm)