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gl_rasterizer: Minor sort changes to clearing

This commit is contained in:
ReinUsesLisp 2020-01-02 22:30:41 -03:00
parent 15cadc3948
commit 98c8948b23

View file

@ -408,13 +408,12 @@ void RasterizerOpenGL::ConfigureClearFramebuffer(bool using_color_fb, bool using
} }
void RasterizerOpenGL::Clear() { void RasterizerOpenGL::Clear() {
const auto& maxwell3d = system.GPU().Maxwell3D(); const auto& gpu = system.GPU().Maxwell3D();
if (!gpu.ShouldExecute()) {
if (!maxwell3d.ShouldExecute()) {
return; return;
} }
const auto& regs = maxwell3d.regs; const auto& regs = gpu.regs;
bool use_color{}; bool use_color{};
bool use_depth{}; bool use_depth{};
bool use_stencil{}; bool use_stencil{};
@ -424,14 +423,13 @@ void RasterizerOpenGL::Clear() {
use_color = true; use_color = true;
} }
if (use_color) { if (use_color) {
// TODO: Signal state tracker about these changes
state_tracker.NotifyColorMask0(); state_tracker.NotifyColorMask0();
glColorMaski(0, regs.clear_buffers.R != 0, regs.clear_buffers.G != 0, glColorMaski(0, regs.clear_buffers.R != 0, regs.clear_buffers.G != 0,
regs.clear_buffers.B != 0, regs.clear_buffers.A != 0); regs.clear_buffers.B != 0, regs.clear_buffers.A != 0);
SyncFramebufferSRGB();
// TODO(Rodrigo): Determine if clamping is used on clears // TODO(Rodrigo): Determine if clamping is used on clears
SyncFragmentColorClampState(); SyncFragmentColorClampState();
SyncFramebufferSRGB();
} }
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!"); ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear Z but buffer is not enabled!");
@ -441,7 +439,7 @@ void RasterizerOpenGL::Clear() {
glDepthMask(GL_TRUE); glDepthMask(GL_TRUE);
} }
if (regs.clear_buffers.S) { if (regs.clear_buffers.S) {
ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear stencil but buffer is not enabled!"); ASSERT_MSG(regs.zeta_enable, "Tried to clear stencil but buffer is not enabled!");
use_stencil = true; use_stencil = true;
} }
@ -450,20 +448,20 @@ void RasterizerOpenGL::Clear() {
return; return;
} }
ConfigureClearFramebuffer(use_color, use_depth, use_stencil);
SyncRasterizeEnable(); SyncRasterizeEnable();
if (regs.clear_flags.scissor) { if (regs.clear_flags.scissor) {
SyncScissorTest(); SyncScissorTest();
} }
// TODO: Signal state tracker about these changes // TODO(Rodrigo): Find out if blending affects clearing
state_tracker.NotifyBlend0(); state_tracker.NotifyBlend0();
// TODO(Rodrigo): Find out if these changes affect clearing
glDisablei(GL_BLEND, 0); glDisablei(GL_BLEND, 0);
UNIMPLEMENTED_IF(regs.clear_flags.viewport); UNIMPLEMENTED_IF(regs.clear_flags.viewport);
ConfigureClearFramebuffer(use_color, use_depth, use_stencil);
if (use_color) { if (use_color) {
glClearBufferfv(GL_COLOR, 0, regs.clear_color); glClearBufferfv(GL_COLOR, 0, regs.clear_color);
} }