using Ryujinx.Graphics.GAL.Color;
using Ryujinx.Graphics.Gpu.State;
namespace Ryujinx.Graphics.Gpu.Engine
{
partial class Methods
private void Clear(GpuState state, int argument)
UpdateRenderTargetStateIfNeeded(state);
_textureManager.CommitGraphicsBindings();
bool clearDepth = (argument & 1) != 0;
bool clearStencil = (argument & 2) != 0;
uint componentMask = (uint)((argument >> 2) & 0xf);
int index = (argument >> 6) & 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);