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gl_rasterizer: Implement partial color clear and stencil clear.

This commit is contained in:
bunnei 2018-08-22 00:33:03 -04:00
parent 2a472ff54d
commit da3da6be90

View file

@ -14,6 +14,7 @@
#include "common/logging/log.h"
#include "common/math_util.h"
#include "common/microprofile.h"
#include "common/scope_exit.h"
#include "core/core.h"
#include "core/frontend/emu_window.h"
#include "core/hle/kernel/process.h"
@ -364,41 +365,70 @@ std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_c
}
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_depth_fb = false;
GLbitfield clear_mask = 0;
if (regs.clear_buffers.R && regs.clear_buffers.G && regs.clear_buffers.B &&
OpenGLState clear_state;
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) {
clear_mask |= GL_COLOR_BUFFER_BIT;
use_color_fb = true;
if (regs.clear_buffers.RT == 0) {
// 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) {
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;
use_depth_fb = regs.zeta_enable != 0;
// 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.
state.depth.test_enabled = true;
state.depth.write_mask = GL_TRUE;
state.depth.test_func = GL_ALWAYS;
state.Apply();
clear_state.depth.test_enabled = true;
clear_state.depth.test_func = GL_ALWAYS;
}
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;
}
if (clear_mask == 0) {
// No clear mask is enabled
return;
}
ScopeAcquireGLContext acquire_context{emu_window};
auto [dirty_color_surface, dirty_depth_surface] =
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],
regs.clear_color[3]);
glClearDepth(regs.clear_depth);
glClearStencil(regs.clear_stencil);
glClear(clear_mask);