Ryujinx/Ryujinx.Graphics.Gpu/Engine/MethodClear.cs

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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.State;
namespace Ryujinx.Graphics.Gpu.Engine
{
partial class Methods
{
/// <summary>
/// Clears the current color and depth-stencil buffers.
/// Which buffers should be cleared is also specified on the argument.
/// </summary>
/// <param name="state">Current GPU state</param>
/// <param name="argument">Method call argument</param>
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private void Clear(GpuState state, int argument)
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{
ConditionalRenderEnabled renderEnable = GetRenderEnable(state);
if (renderEnable == ConditionalRenderEnabled.False)
{
return;
}
// Scissor and rasterizer discard also affect clears.
if (state.QueryModified(MethodOffset.ScissorState))
{
UpdateScissorState(state);
}
if (state.QueryModified(MethodOffset.RasterizeEnable))
{
UpdateRasterizerState(state);
}
int index = (argument >> 6) & 0xf;
UpdateRenderTargetState(state, useControl: false, singleUse: index);
TextureManager.UpdateRenderTargets();
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bool clearDepth = (argument & 1) != 0;
bool clearStencil = (argument & 2) != 0;
uint componentMask = (uint)((argument >> 2) & 0xf);
if (componentMask != 0)
{
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var clearColor = state.Get<ClearColors>(MethodOffset.ClearColors);
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ColorF color = new ColorF(
clearColor.Red,
clearColor.Green,
clearColor.Blue,
clearColor.Alpha);
_context.Renderer.Pipeline.ClearRenderTargetColor(index, componentMask, color);
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}
if (clearDepth || clearStencil)
{
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float depthValue = state.Get<float>(MethodOffset.ClearDepthValue);
int stencilValue = state.Get<int> (MethodOffset.ClearStencilValue);
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int stencilMask = 0;
if (clearStencil)
{
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stencilMask = state.Get<StencilTestState>(MethodOffset.StencilTestState).FrontMask;
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}
_context.Renderer.Pipeline.ClearRenderTargetDepthStencil(
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depthValue,
clearDepth,
stencilValue,
stencilMask);
}
UpdateRenderTargetState(state, useControl: true);
if (renderEnable == ConditionalRenderEnabled.Host)
{
_context.Renderer.Pipeline.EndHostConditionalRendering();
}
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}
}
}