diff options
author | bunnei <bunneidev@gmail.com> | 2018-08-22 06:33:03 +0200 |
---|---|---|
committer | bunnei <bunneidev@gmail.com> | 2018-08-23 17:08:48 +0200 |
commit | da3da6be901a68a42b2aa9dacf5abe716bb75c5b (patch) | |
tree | a56e566624593960de5907470288ec865dad9351 /src/video_core/renderer_opengl/gl_rasterizer.cpp | |
parent | maxwell_3d: Update to include additional stencil registers. (diff) | |
download | yuzu-da3da6be901a68a42b2aa9dacf5abe716bb75c5b.tar yuzu-da3da6be901a68a42b2aa9dacf5abe716bb75c5b.tar.gz yuzu-da3da6be901a68a42b2aa9dacf5abe716bb75c5b.tar.bz2 yuzu-da3da6be901a68a42b2aa9dacf5abe716bb75c5b.tar.lz yuzu-da3da6be901a68a42b2aa9dacf5abe716bb75c5b.tar.xz yuzu-da3da6be901a68a42b2aa9dacf5abe716bb75c5b.tar.zst yuzu-da3da6be901a68a42b2aa9dacf5abe716bb75c5b.zip |
Diffstat (limited to '')
-rw-r--r-- | src/video_core/renderer_opengl/gl_rasterizer.cpp | 54 |
1 files changed, 42 insertions, 12 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index 516e1b50f..954ec10ca 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -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); |