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@ -14,6 +14,7 @@ |
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#include "common/logging/log.h"
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#include "common/logging/log.h"
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#include "common/math_util.h"
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#include "common/math_util.h"
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#include "common/microprofile.h"
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#include "common/microprofile.h"
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#include "common/scope_exit.h"
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#include "core/core.h"
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#include "core/core.h"
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#include "core/frontend/emu_window.h"
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#include "core/frontend/emu_window.h"
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#include "core/hle/kernel/process.h"
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#include "core/hle/kernel/process.h"
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@ -364,41 +365,70 @@ std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_c |
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} |
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} |
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void RasterizerOpenGL::Clear() { |
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void RasterizerOpenGL::Clear() { |
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; |
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const auto prev_state{state}; |
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SCOPE_EXIT({ prev_state.Apply(); }); |
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; |
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bool use_color_fb = false; |
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bool use_color_fb = false; |
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bool use_depth_fb = false; |
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bool use_depth_fb = false; |
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GLbitfield clear_mask = 0; |
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if (regs.clear_buffers.R && regs.clear_buffers.G && regs.clear_buffers.B && |
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OpenGLState clear_state; |
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clear_state.draw.draw_framebuffer = state.draw.draw_framebuffer; |
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clear_state.color_mask.red_enabled = regs.clear_buffers.R ? GL_TRUE : GL_FALSE; |
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clear_state.color_mask.green_enabled = regs.clear_buffers.G ? GL_TRUE : GL_FALSE; |
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clear_state.color_mask.blue_enabled = regs.clear_buffers.B ? GL_TRUE : GL_FALSE; |
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clear_state.color_mask.alpha_enabled = regs.clear_buffers.A ? GL_TRUE : GL_FALSE; |
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GLbitfield clear_mask{}; |
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if (regs.clear_buffers.R || regs.clear_buffers.G || regs.clear_buffers.B || |
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regs.clear_buffers.A) { |
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regs.clear_buffers.A) { |
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clear_mask |= GL_COLOR_BUFFER_BIT; |
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use_color_fb = true; |
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if (regs.clear_buffers.RT == 0) { |
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// We only support clearing the first color attachment for now
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clear_mask |= GL_COLOR_BUFFER_BIT; |
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use_color_fb = true; |
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} else { |
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// TODO(subv): Add support for the other color attachments
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LOG_CRITICAL(HW_GPU, "Clear unimplemented for RT {}", regs.clear_buffers.RT); |
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} |
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} |
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} |
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if (regs.clear_buffers.Z) { |
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if (regs.clear_buffers.Z) { |
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ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear Z but buffer is not enabled!"); |
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use_depth_fb = true; |
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clear_mask |= GL_DEPTH_BUFFER_BIT; |
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clear_mask |= GL_DEPTH_BUFFER_BIT; |
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use_depth_fb = regs.zeta_enable != 0; |
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// Always enable the depth write when clearing the depth buffer. The depth write mask is
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// Always enable the depth write when clearing the depth buffer. The depth write mask is
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// ignored when clearing the buffer in the Switch, but OpenGL obeys it so we set it to true.
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// ignored when clearing the buffer in the Switch, but OpenGL obeys it so we set it to true.
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state.depth.test_enabled = true; |
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state.depth.write_mask = GL_TRUE; |
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state.depth.test_func = GL_ALWAYS; |
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state.Apply(); |
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clear_state.depth.test_enabled = true; |
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clear_state.depth.test_func = GL_ALWAYS; |
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} |
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if (regs.clear_buffers.S) { |
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ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear stencil but buffer is not enabled!"); |
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use_depth_fb = true; |
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clear_mask |= GL_STENCIL_BUFFER_BIT; |
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clear_state.stencil.test_enabled = true; |
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} |
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} |
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if (clear_mask == 0) |
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if (!use_color_fb && !use_depth_fb) { |
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// No color surface nor depth/stencil surface are enabled
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return; |
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return; |
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} |
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if (clear_mask == 0) { |
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// No clear mask is enabled
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return; |
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} |
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ScopeAcquireGLContext acquire_context{emu_window}; |
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ScopeAcquireGLContext acquire_context{emu_window}; |
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auto [dirty_color_surface, dirty_depth_surface] = |
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auto [dirty_color_surface, dirty_depth_surface] = |
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ConfigureFramebuffers(use_color_fb, use_depth_fb, false); |
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ConfigureFramebuffers(use_color_fb, use_depth_fb, false); |
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// TODO(Subv): Support clearing only partial colors.
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clear_state.Apply(); |
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glClearColor(regs.clear_color[0], regs.clear_color[1], regs.clear_color[2], |
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glClearColor(regs.clear_color[0], regs.clear_color[1], regs.clear_color[2], |
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regs.clear_color[3]); |
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regs.clear_color[3]); |
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glClearDepth(regs.clear_depth); |
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glClearDepth(regs.clear_depth); |
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glClearStencil(regs.clear_stencil); |
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glClear(clear_mask); |
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glClear(clear_mask); |
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