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