mirror of
https://git.suyu.dev/suyu/suyu.git
synced 2024-11-30 10:42:47 +01:00
gl_rasterizer: Implement partial color clear and stencil clear.
This commit is contained in:
parent
2a472ff54d
commit
da3da6be90
1 changed files with 42 additions and 12 deletions
|
@ -14,6 +14,7 @@
|
||||||
#include "common/logging/log.h"
|
#include "common/logging/log.h"
|
||||||
#include "common/math_util.h"
|
#include "common/math_util.h"
|
||||||
#include "common/microprofile.h"
|
#include "common/microprofile.h"
|
||||||
|
#include "common/scope_exit.h"
|
||||||
#include "core/core.h"
|
#include "core/core.h"
|
||||||
#include "core/frontend/emu_window.h"
|
#include "core/frontend/emu_window.h"
|
||||||
#include "core/hle/kernel/process.h"
|
#include "core/hle/kernel/process.h"
|
||||||
|
@ -364,41 +365,70 @@ std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_c
|
||||||
}
|
}
|
||||||
|
|
||||||
void RasterizerOpenGL::Clear() {
|
void RasterizerOpenGL::Clear() {
|
||||||
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
|
const auto prev_state{state};
|
||||||
|
SCOPE_EXIT({ prev_state.Apply(); });
|
||||||
|
|
||||||
|
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
|
||||||
bool use_color_fb = false;
|
bool use_color_fb = false;
|
||||||
bool use_depth_fb = false;
|
bool use_depth_fb = false;
|
||||||
|
|
||||||
GLbitfield clear_mask = 0;
|
OpenGLState clear_state;
|
||||||
if (regs.clear_buffers.R && regs.clear_buffers.G && regs.clear_buffers.B &&
|
clear_state.draw.draw_framebuffer = state.draw.draw_framebuffer;
|
||||||
|
clear_state.color_mask.red_enabled = regs.clear_buffers.R ? GL_TRUE : GL_FALSE;
|
||||||
|
clear_state.color_mask.green_enabled = regs.clear_buffers.G ? GL_TRUE : GL_FALSE;
|
||||||
|
clear_state.color_mask.blue_enabled = regs.clear_buffers.B ? GL_TRUE : GL_FALSE;
|
||||||
|
clear_state.color_mask.alpha_enabled = regs.clear_buffers.A ? GL_TRUE : GL_FALSE;
|
||||||
|
|
||||||
|
GLbitfield clear_mask{};
|
||||||
|
if (regs.clear_buffers.R || regs.clear_buffers.G || regs.clear_buffers.B ||
|
||||||
regs.clear_buffers.A) {
|
regs.clear_buffers.A) {
|
||||||
clear_mask |= GL_COLOR_BUFFER_BIT;
|
if (regs.clear_buffers.RT == 0) {
|
||||||
use_color_fb = true;
|
// We only support clearing the first color attachment for now
|
||||||
|
clear_mask |= GL_COLOR_BUFFER_BIT;
|
||||||
|
use_color_fb = true;
|
||||||
|
} else {
|
||||||
|
// TODO(subv): Add support for the other color attachments
|
||||||
|
LOG_CRITICAL(HW_GPU, "Clear unimplemented for RT {}", regs.clear_buffers.RT);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
if (regs.clear_buffers.Z) {
|
if (regs.clear_buffers.Z) {
|
||||||
|
ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear Z but buffer is not enabled!");
|
||||||
|
use_depth_fb = true;
|
||||||
clear_mask |= GL_DEPTH_BUFFER_BIT;
|
clear_mask |= GL_DEPTH_BUFFER_BIT;
|
||||||
use_depth_fb = regs.zeta_enable != 0;
|
|
||||||
|
|
||||||
// Always enable the depth write when clearing the depth buffer. The depth write mask is
|
// Always enable the depth write when clearing the depth buffer. The depth write mask is
|
||||||
// ignored when clearing the buffer in the Switch, but OpenGL obeys it so we set it to true.
|
// ignored when clearing the buffer in the Switch, but OpenGL obeys it so we set it to true.
|
||||||
state.depth.test_enabled = true;
|
clear_state.depth.test_enabled = true;
|
||||||
state.depth.write_mask = GL_TRUE;
|
clear_state.depth.test_func = GL_ALWAYS;
|
||||||
state.depth.test_func = GL_ALWAYS;
|
}
|
||||||
state.Apply();
|
if (regs.clear_buffers.S) {
|
||||||
|
ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear stencil but buffer is not enabled!");
|
||||||
|
use_depth_fb = true;
|
||||||
|
clear_mask |= GL_STENCIL_BUFFER_BIT;
|
||||||
|
clear_state.stencil.test_enabled = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (clear_mask == 0)
|
if (!use_color_fb && !use_depth_fb) {
|
||||||
|
// No color surface nor depth/stencil surface are enabled
|
||||||
return;
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (clear_mask == 0) {
|
||||||
|
// No clear mask is enabled
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
ScopeAcquireGLContext acquire_context{emu_window};
|
ScopeAcquireGLContext acquire_context{emu_window};
|
||||||
|
|
||||||
auto [dirty_color_surface, dirty_depth_surface] =
|
auto [dirty_color_surface, dirty_depth_surface] =
|
||||||
ConfigureFramebuffers(use_color_fb, use_depth_fb, false);
|
ConfigureFramebuffers(use_color_fb, use_depth_fb, false);
|
||||||
|
|
||||||
// TODO(Subv): Support clearing only partial colors.
|
clear_state.Apply();
|
||||||
|
|
||||||
glClearColor(regs.clear_color[0], regs.clear_color[1], regs.clear_color[2],
|
glClearColor(regs.clear_color[0], regs.clear_color[1], regs.clear_color[2],
|
||||||
regs.clear_color[3]);
|
regs.clear_color[3]);
|
||||||
glClearDepth(regs.clear_depth);
|
glClearDepth(regs.clear_depth);
|
||||||
|
glClearStencil(regs.clear_stencil);
|
||||||
|
|
||||||
glClear(clear_mask);
|
glClear(clear_mask);
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue