mirror of
https://gitlab.com/suyu-emu/suyu.git
synced 2024-03-15 23:15:44 +00:00
GPU: Support clears that don't clear the color buffer.
This commit is contained in:
parent
be51120d23
commit
c1811ed3d1
|
@ -420,8 +420,9 @@ bool Maxwell3D::IsShaderStageEnabled(Regs::ShaderStage stage) const {
|
||||||
}
|
}
|
||||||
|
|
||||||
void Maxwell3D::ProcessClearBuffers() {
|
void Maxwell3D::ProcessClearBuffers() {
|
||||||
ASSERT(regs.clear_buffers.R && regs.clear_buffers.G && regs.clear_buffers.B &&
|
ASSERT(regs.clear_buffers.R == regs.clear_buffers.G &&
|
||||||
regs.clear_buffers.A);
|
regs.clear_buffers.R == regs.clear_buffers.B &&
|
||||||
|
regs.clear_buffers.R == regs.clear_buffers.A);
|
||||||
|
|
||||||
VideoCore::g_renderer->Rasterizer()->Clear();
|
VideoCore::g_renderer->Rasterizer()->Clear();
|
||||||
}
|
}
|
||||||
|
|
|
@ -300,6 +300,20 @@ bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
|
||||||
void RasterizerOpenGL::Clear() {
|
void RasterizerOpenGL::Clear() {
|
||||||
const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
|
const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
|
||||||
|
|
||||||
|
GLbitfield clear_mask = 0;
|
||||||
|
if (regs.clear_buffers.R && regs.clear_buffers.G && regs.clear_buffers.B &&
|
||||||
|
regs.clear_buffers.A) {
|
||||||
|
clear_mask |= GL_COLOR_BUFFER_BIT;
|
||||||
|
}
|
||||||
|
if (regs.clear_buffers.Z)
|
||||||
|
clear_mask |= GL_DEPTH_BUFFER_BIT;
|
||||||
|
|
||||||
|
if (clear_mask == 0)
|
||||||
|
return;
|
||||||
|
|
||||||
|
// Sync the depth test state before configuring the framebuffer surfaces.
|
||||||
|
SyncDepthTestState();
|
||||||
|
|
||||||
// TODO(bunnei): Implement these
|
// TODO(bunnei): Implement these
|
||||||
const bool has_stencil = false;
|
const bool has_stencil = false;
|
||||||
const bool using_color_fb = true;
|
const bool using_color_fb = true;
|
||||||
|
@ -353,10 +367,6 @@ void RasterizerOpenGL::Clear() {
|
||||||
regs.clear_color[3]);
|
regs.clear_color[3]);
|
||||||
glClearDepth(regs.clear_depth);
|
glClearDepth(regs.clear_depth);
|
||||||
|
|
||||||
GLbitfield clear_mask = GL_COLOR_BUFFER_BIT;
|
|
||||||
if (regs.clear_buffers.Z)
|
|
||||||
clear_mask |= GL_DEPTH_BUFFER_BIT;
|
|
||||||
|
|
||||||
glClear(clear_mask);
|
glClear(clear_mask);
|
||||||
|
|
||||||
// Mark framebuffer surfaces as dirty
|
// Mark framebuffer surfaces as dirty
|
||||||
|
|
Loading…
Reference in a new issue