forked from Mirror/Ryujinx
Somewhat better ClearBuffers implementation
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e6eeb6f09f
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3 changed files with 16 additions and 19 deletions
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@ -2,7 +2,7 @@ namespace Ryujinx.Graphics.Gal
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{
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{
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public interface IGalRasterizer
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public interface IGalRasterizer
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{
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{
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void ClearBuffers(int RtIndex, GalClearBufferFlags Flags);
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void ClearBuffers(GalClearBufferFlags Flags);
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bool IsVboCached(long Key, long DataSize);
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bool IsVboCached(long Key, long DataSize);
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@ -70,18 +70,15 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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IndexBuffer = new IbInfo();
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IndexBuffer = new IbInfo();
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}
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}
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public void ClearBuffers(int RtIndex, GalClearBufferFlags Flags)
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public void ClearBuffers(GalClearBufferFlags Flags)
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{
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{
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ClearBufferMask Mask = 0;
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ClearBufferMask Mask = ClearBufferMask.ColorBufferBit;
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//TODO: Use glColorMask to clear just the specified channels.
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GL.ColorMask(
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if (Flags.HasFlag(GalClearBufferFlags.ColorRed) &&
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Flags.HasFlag(GalClearBufferFlags.ColorRed),
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Flags.HasFlag(GalClearBufferFlags.ColorGreen) &&
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Flags.HasFlag(GalClearBufferFlags.ColorGreen),
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Flags.HasFlag(GalClearBufferFlags.ColorBlue) &&
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Flags.HasFlag(GalClearBufferFlags.ColorBlue),
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Flags.HasFlag(GalClearBufferFlags.ColorAlpha))
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Flags.HasFlag(GalClearBufferFlags.ColorAlpha));
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{
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Mask = ClearBufferMask.ColorBufferBit;
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}
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if (Flags.HasFlag(GalClearBufferFlags.Depth))
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if (Flags.HasFlag(GalClearBufferFlags.Depth))
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{
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{
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@ -94,6 +91,8 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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}
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}
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GL.Clear(Mask);
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GL.Clear(Mask);
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GL.ColorMask(true, true, true, true);
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}
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}
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public bool IsVboCached(long Key, long DataSize)
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public bool IsVboCached(long Key, long DataSize)
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@ -94,30 +94,28 @@ namespace Ryujinx.HLE.Gpu.Engines
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int FbIndex = (Arg0 >> 6) & 0xf;
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int FbIndex = (Arg0 >> 6) & 0xf;
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int Layer = (Arg0 >> 10) & 0x3ff;
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GalClearBufferFlags Flags = (GalClearBufferFlags)(Arg0 & 0x3f);
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GalClearBufferFlags Flags = (GalClearBufferFlags)(Arg0 & 0x3f);
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SetFrameBuffer(Vmm, 0);
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SetFrameBuffer(Vmm, FbIndex);
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Gpu.Renderer.Rasterizer.ClearBuffers(Layer, Flags);
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Gpu.Renderer.Rasterizer.ClearBuffers(Flags);
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}
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}
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private void SetFrameBuffer(NvGpuVmm Vmm, int FbIndex)
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private void SetFrameBuffer(NvGpuVmm Vmm, int FbIndex)
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{
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{
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long VA = MakeInt64From2xInt32(NvGpuEngine3dReg.FrameBufferNAddress + FbIndex * 0x10);
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long VA = MakeInt64From2xInt32(NvGpuEngine3dReg.FrameBufferNAddress + FbIndex * 0x10);
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long PA = Vmm.GetPhysicalAddress(VA);
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long Key = Vmm.GetPhysicalAddress(VA);
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FrameBuffers.Add(PA);
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FrameBuffers.Add(Key);
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int Width = ReadRegister(NvGpuEngine3dReg.FrameBufferNWidth + FbIndex * 0x10);
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int Width = ReadRegister(NvGpuEngine3dReg.FrameBufferNWidth + FbIndex * 0x10);
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int Height = ReadRegister(NvGpuEngine3dReg.FrameBufferNHeight + FbIndex * 0x10);
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int Height = ReadRegister(NvGpuEngine3dReg.FrameBufferNHeight + FbIndex * 0x10);
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//Note: Using the Width/Height results seems to give incorrect results.
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//Note: Using the Width/Height results seems to give incorrect results.
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//Maybe the size of all frame buffers is hardcoded to screen size? This seems unlikely.
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//Maybe the size of all frame buffers is hardcoded to screen size? This seems unlikely.
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Gpu.Renderer.FrameBuffer.Create(PA, 1280, 720);
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Gpu.Renderer.FrameBuffer.Create(Key, 1280, 720);
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Gpu.Renderer.FrameBuffer.Bind(PA);
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Gpu.Renderer.FrameBuffer.Bind(Key);
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}
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}
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private long[] UploadShaders(NvGpuVmm Vmm)
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private long[] UploadShaders(NvGpuVmm Vmm)
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