mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-10-01 12:30:00 +02:00
484eb645ae
* Initial implementation of Render Target Scaling Works with most games I have. No GUI option right now, it is hardcoded. Missing handling for texelFetch operation. * Realtime Configuration, refactoring. * texelFetch scaling on fragment shader (WIP) * Improve Shader-Side changes. * Fix potential crash when no color/depth bound * Workaround random uses of textures in compute. This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything. * Fix scales oscillating when changing between non-native scales. * Scaled textures on compute, cleanup, lazier uniform update. * Cleanup. * Fix stupidity * Address Thog Feedback. * Cover most of GDK's feedback (two comments remain) * Fix bad rename * Move IsDepthStencil to FormatExtensions, add docs. * Fix default config, square texture detection. * Three final fixes: - Nearest copy when texture is integer format. - Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error) - Discount small textures. * Remove scale threshold. Not needed right now - we'll see if we run into problems. * All CPU modification blacklists scale. * Fix comment.
80 lines
No EOL
2.5 KiB
C#
80 lines
No EOL
2.5 KiB
C#
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Gpu.State;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Engine
|
|
{
|
|
partial class Methods
|
|
{
|
|
/// <summary>
|
|
/// Clears the current color and depth-stencil buffers.
|
|
/// Which buffers should be cleared is also specified on the argument.
|
|
/// </summary>
|
|
/// <param name="state">Current GPU state</param>
|
|
/// <param name="argument">Method call argument</param>
|
|
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<ClearColors>(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<float>(MethodOffset.ClearDepthValue);
|
|
int stencilValue = state.Get<int> (MethodOffset.ClearStencilValue);
|
|
|
|
int stencilMask = 0;
|
|
|
|
if (clearStencil)
|
|
{
|
|
stencilMask = state.Get<StencilTestState>(MethodOffset.StencilTestState).FrontMask;
|
|
}
|
|
|
|
_context.Renderer.Pipeline.ClearRenderTargetDepthStencil(
|
|
depthValue,
|
|
clearDepth,
|
|
stencilValue,
|
|
stencilMask);
|
|
}
|
|
|
|
UpdateRenderTargetState(state, useControl: true);
|
|
|
|
if (renderEnable == ConditionalRenderEnabled.Host)
|
|
{
|
|
_context.Renderer.Pipeline.EndHostConditionalRendering();
|
|
}
|
|
}
|
|
}
|
|
} |