0
0
Fork 0
mirror of https://github.com/GreemDev/Ryujinx.git synced 2024-12-23 13:55:47 +00:00
Ryujinx/Ryujinx.Graphics.Gpu/Engine/MethodClear.cs
riperiperi 484eb645ae
Implement Zero-Configuration Resolution Scaling (#1365)
* 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.
2020-07-07 04:41:07 +02:00

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();
}
}
}
}