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@ -93,7 +93,6 @@ RasterizerOpenGL::RasterizerOpenGL(Core::System& system, Core::Frontend::EmuWind |
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shader_program_manager = std::make_unique<GLShader::ProgramManager>(); |
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state.draw.shader_program = 0; |
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state.Apply(); |
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clear_framebuffer.Create(); |
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LOG_DEBUG(Render_OpenGL, "Sync fixed function OpenGL state here"); |
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CheckExtensions(); |
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@ -405,46 +404,32 @@ void RasterizerOpenGL::ConfigureFramebuffers() { |
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void RasterizerOpenGL::ConfigureClearFramebuffer(OpenGLState& current_state, bool using_color_fb, |
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bool using_depth_fb, bool using_stencil_fb) { |
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using VideoCore::Surface::SurfaceType; |
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auto& gpu = system.GPU().Maxwell3D(); |
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const auto& regs = gpu.regs; |
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texture_cache.GuardRenderTargets(true); |
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View color_surface{}; |
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View color_surface; |
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if (using_color_fb) { |
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color_surface = texture_cache.GetColorBufferSurface(regs.clear_buffers.RT, false); |
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} |
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View depth_surface{}; |
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View depth_surface; |
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if (using_depth_fb || using_stencil_fb) { |
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depth_surface = texture_cache.GetDepthBufferSurface(false); |
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} |
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texture_cache.GuardRenderTargets(false); |
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current_state.draw.draw_framebuffer = clear_framebuffer.handle; |
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current_state.ApplyFramebufferState(); |
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FramebufferCacheKey key; |
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key.colors_count = color_surface ? 1 : 0; |
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key.colors[0] = color_surface; |
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key.color_attachments[0] = GL_COLOR_ATTACHMENT0; |
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key.zeta = depth_surface; |
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key.stencil_enable = depth_surface && depth_surface->GetSurfaceParams().type == |
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VideoCore::Surface::SurfaceType::DepthStencil; |
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if (color_surface) { |
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color_surface->Attach(GL_COLOR_ATTACHMENT0, GL_DRAW_FRAMEBUFFER); |
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} else { |
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); |
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} |
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if (depth_surface) { |
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const auto& params = depth_surface->GetSurfaceParams(); |
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switch (params.type) { |
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case VideoCore::Surface::SurfaceType::Depth: |
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depth_surface->Attach(GL_DEPTH_ATTACHMENT, GL_DRAW_FRAMEBUFFER); |
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); |
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break; |
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case VideoCore::Surface::SurfaceType::DepthStencil: |
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depth_surface->Attach(GL_DEPTH_STENCIL_ATTACHMENT, GL_DRAW_FRAMEBUFFER); |
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break; |
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default: |
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UNIMPLEMENTED(); |
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} |
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} else { |
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, |
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0); |
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} |
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current_state.draw.draw_framebuffer = framebuffer_cache.GetFramebuffer(key); |
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current_state.ApplyFramebufferState(); |
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} |
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void RasterizerOpenGL::Clear() { |
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