forked from Mirror/Ryujinx
f1d1670b0b
* Implement HLE macro for DrawElementsIndirect * Shader cache version bump * Use GL_ARB_shader_draw_parameters extension on OpenGL * Fix DrawIndexedIndirectCount on Vulkan when extension is not supported * Implement DrawIndex * Alignment * Fix some validation errors * Rename BaseIds to DrawParameters * Fix incorrect index buffer and vertex buffer size in some cases * Add HLE macros for DrawArraysInstanced and DrawElementsInstanced * Perform a regular draw when indirect data is not modified * Use non-indirect draw methods if indirect buffer was not GPU modified * Only check if draw parameters match if the shader actually uses them * Expose Macro HLE setting on GUI * Reset FirstVertex and FirstInstance after draw * Update shader cache version again since some people already tested this * PR feedback Co-authored-by: riperiperi <rhy3756547@hotmail.com>
555 lines
22 KiB
C#
555 lines
22 KiB
C#
using Ryujinx.Graphics.Device;
|
|
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Gpu.Engine.GPFifo;
|
|
using Ryujinx.Graphics.Gpu.Engine.InlineToMemory;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Runtime.CompilerServices;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|
{
|
|
/// <summary>
|
|
/// Represents a 3D engine class.
|
|
/// </summary>
|
|
class ThreedClass : IDeviceState
|
|
{
|
|
private readonly GpuContext _context;
|
|
private readonly GPFifoClass _fifoClass;
|
|
private readonly DeviceStateWithShadow<ThreedClassState> _state;
|
|
|
|
private readonly InlineToMemoryClass _i2mClass;
|
|
private readonly DrawManager _drawManager;
|
|
private readonly SemaphoreUpdater _semaphoreUpdater;
|
|
private readonly ConstantBufferUpdater _cbUpdater;
|
|
private readonly StateUpdater _stateUpdater;
|
|
|
|
/// <summary>
|
|
/// Creates a new instance of the 3D engine class.
|
|
/// </summary>
|
|
/// <param name="context">GPU context</param>
|
|
/// <param name="channel">GPU channel</param>
|
|
public ThreedClass(GpuContext context, GpuChannel channel, GPFifoClass fifoClass)
|
|
{
|
|
_context = context;
|
|
_fifoClass = fifoClass;
|
|
_state = new DeviceStateWithShadow<ThreedClassState>(new Dictionary<string, RwCallback>
|
|
{
|
|
{ nameof(ThreedClassState.LaunchDma), new RwCallback(LaunchDma, null) },
|
|
{ nameof(ThreedClassState.LoadInlineData), new RwCallback(LoadInlineData, null) },
|
|
{ nameof(ThreedClassState.SyncpointAction), new RwCallback(IncrementSyncpoint, null) },
|
|
{ nameof(ThreedClassState.InvalidateSamplerCacheNoWfi), new RwCallback(InvalidateSamplerCacheNoWfi, null) },
|
|
{ nameof(ThreedClassState.InvalidateTextureHeaderCacheNoWfi), new RwCallback(InvalidateTextureHeaderCacheNoWfi, null) },
|
|
{ nameof(ThreedClassState.TextureBarrier), new RwCallback(TextureBarrier, null) },
|
|
{ nameof(ThreedClassState.TextureBarrierTiled), new RwCallback(TextureBarrierTiled, null) },
|
|
{ nameof(ThreedClassState.DrawTextureSrcY), new RwCallback(DrawTexture, null) },
|
|
{ nameof(ThreedClassState.VbElementU8), new RwCallback(VbElementU8, null) },
|
|
{ nameof(ThreedClassState.VbElementU16), new RwCallback(VbElementU16, null) },
|
|
{ nameof(ThreedClassState.VbElementU32), new RwCallback(VbElementU32, null) },
|
|
{ nameof(ThreedClassState.ResetCounter), new RwCallback(ResetCounter, null) },
|
|
{ nameof(ThreedClassState.RenderEnableCondition), new RwCallback(null, Zero) },
|
|
{ nameof(ThreedClassState.DrawEnd), new RwCallback(DrawEnd, null) },
|
|
{ nameof(ThreedClassState.DrawBegin), new RwCallback(DrawBegin, null) },
|
|
{ nameof(ThreedClassState.DrawIndexedSmall), new RwCallback(DrawIndexedSmall, null) },
|
|
{ nameof(ThreedClassState.DrawIndexedSmall2), new RwCallback(DrawIndexedSmall2, null) },
|
|
{ nameof(ThreedClassState.DrawIndexedSmallIncInstance), new RwCallback(DrawIndexedSmallIncInstance, null) },
|
|
{ nameof(ThreedClassState.DrawIndexedSmallIncInstance2), new RwCallback(DrawIndexedSmallIncInstance2, null) },
|
|
{ nameof(ThreedClassState.IndexBufferCount), new RwCallback(SetIndexBufferCount, null) },
|
|
{ nameof(ThreedClassState.Clear), new RwCallback(Clear, null) },
|
|
{ nameof(ThreedClassState.SemaphoreControl), new RwCallback(Report, null) },
|
|
{ nameof(ThreedClassState.SetFalcon04), new RwCallback(SetFalcon04, null) },
|
|
{ nameof(ThreedClassState.UniformBufferUpdateData), new RwCallback(ConstantBufferUpdate, null) },
|
|
{ nameof(ThreedClassState.UniformBufferBindVertex), new RwCallback(ConstantBufferBindVertex, null) },
|
|
{ nameof(ThreedClassState.UniformBufferBindTessControl), new RwCallback(ConstantBufferBindTessControl, null) },
|
|
{ nameof(ThreedClassState.UniformBufferBindTessEvaluation), new RwCallback(ConstantBufferBindTessEvaluation, null) },
|
|
{ nameof(ThreedClassState.UniformBufferBindGeometry), new RwCallback(ConstantBufferBindGeometry, null) },
|
|
{ nameof(ThreedClassState.UniformBufferBindFragment), new RwCallback(ConstantBufferBindFragment, null) }
|
|
});
|
|
|
|
_i2mClass = new InlineToMemoryClass(context, channel, initializeState: false);
|
|
|
|
var drawState = new DrawState();
|
|
|
|
_drawManager = new DrawManager(context, channel, _state, drawState);
|
|
_semaphoreUpdater = new SemaphoreUpdater(context, channel, _state);
|
|
_cbUpdater = new ConstantBufferUpdater(channel, _state);
|
|
_stateUpdater = new StateUpdater(context, channel, _state, drawState);
|
|
|
|
// This defaults to "always", even without any register write.
|
|
// Reads just return 0, regardless of what was set there.
|
|
_state.State.RenderEnableCondition = Condition.Always;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reads data from the class registers.
|
|
/// </summary>
|
|
/// <param name="offset">Register byte offset</param>
|
|
/// <returns>Data at the specified offset</returns>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public int Read(int offset) => _state.Read(offset);
|
|
|
|
/// <summary>
|
|
/// Writes data to the class registers.
|
|
/// </summary>
|
|
/// <param name="offset">Register byte offset</param>
|
|
/// <param name="data">Data to be written</param>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public void Write(int offset, int data)
|
|
{
|
|
_state.WriteWithRedundancyCheck(offset, data, out bool valueChanged);
|
|
|
|
if (valueChanged)
|
|
{
|
|
_stateUpdater.SetDirty(offset);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the shadow ram control value of all sub-channels.
|
|
/// </summary>
|
|
/// <param name="control">New shadow ram control value</param>
|
|
public void SetShadowRamControl(int control)
|
|
{
|
|
_state.State.SetMmeShadowRamControl = (uint)control;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates current host state for all registers modified since the last call to this method.
|
|
/// </summary>
|
|
public void UpdateState()
|
|
{
|
|
_fifoClass.CreatePendingSyncs();
|
|
_cbUpdater.FlushUboDirty();
|
|
_stateUpdater.Update();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates current host state for all registers modified since the last call to this method.
|
|
/// </summary>
|
|
/// <param name="mask">Mask where each bit set indicates that the respective state group index should be checked</param>
|
|
public void UpdateState(ulong mask)
|
|
{
|
|
_stateUpdater.Update(mask);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates render targets (color and depth-stencil buffers) based on current render target state.
|
|
/// </summary>
|
|
/// <param name="useControl">Use draw buffers information from render target control register</param>
|
|
/// <param name="layered">Indicates if the texture is layered</param>
|
|
/// <param name="singleUse">If this is not -1, it indicates that only the given indexed target will be used.</param>
|
|
public void UpdateRenderTargetState(bool useControl, bool layered = false, int singleUse = -1)
|
|
{
|
|
_stateUpdater.UpdateRenderTargetState(useControl, layered, singleUse);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates scissor based on current render target state.
|
|
/// </summary>
|
|
public void UpdateScissorState()
|
|
{
|
|
_stateUpdater.UpdateScissorState();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Marks the entire state as dirty, forcing a full host state update before the next draw.
|
|
/// </summary>
|
|
public void ForceStateDirty()
|
|
{
|
|
_drawManager.ForceStateDirty();
|
|
_stateUpdater.SetAllDirty();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Marks the specified register offset as dirty, forcing the associated state to update on the next draw.
|
|
/// </summary>
|
|
/// <param name="offset">Register offset</param>
|
|
public void ForceStateDirty(int offset)
|
|
{
|
|
_stateUpdater.SetDirty(offset);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Forces the shaders to be rebound on the next draw.
|
|
/// </summary>
|
|
public void ForceShaderUpdate()
|
|
{
|
|
_stateUpdater.ForceShaderUpdate();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create any syncs from WaitForIdle command that are currently pending.
|
|
/// </summary>
|
|
public void CreatePendingSyncs()
|
|
{
|
|
_fifoClass.CreatePendingSyncs();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Flushes any queued UBO updates.
|
|
/// </summary>
|
|
public void FlushUboDirty()
|
|
{
|
|
_cbUpdater.FlushUboDirty();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Perform any deferred draws.
|
|
/// </summary>
|
|
public void PerformDeferredDraws()
|
|
{
|
|
_drawManager.PerformDeferredDraws();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the currently bound constant buffer.
|
|
/// </summary>
|
|
/// <param name="data">Data to be written to the buffer</param>
|
|
public void ConstantBufferUpdate(ReadOnlySpan<int> data)
|
|
{
|
|
_cbUpdater.Update(data);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Launches the Inline-to-Memory DMA copy operation.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void LaunchDma(int argument)
|
|
{
|
|
_i2mClass.LaunchDma(ref Unsafe.As<ThreedClassState, InlineToMemoryClassState>(ref _state.State), argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Pushes a block of data to the Inline-to-Memory engine.
|
|
/// </summary>
|
|
/// <param name="data">Data to push</param>
|
|
public void LoadInlineData(ReadOnlySpan<int> data)
|
|
{
|
|
_i2mClass.LoadInlineData(data);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Pushes a word of data to the Inline-to-Memory engine.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void LoadInlineData(int argument)
|
|
{
|
|
_i2mClass.LoadInlineData(argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs an incrementation on a syncpoint.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
public void IncrementSyncpoint(int argument)
|
|
{
|
|
uint syncpointId = (uint)argument & 0xFFFF;
|
|
|
|
_context.AdvanceSequence();
|
|
_context.CreateHostSyncIfNeeded(true);
|
|
_context.Renderer.UpdateCounters(); // Poll the query counters, the game may want an updated result.
|
|
_context.Synchronization.IncrementSyncpoint(syncpointId);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Invalidates the cache with the sampler descriptors from the sampler pool.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument (unused)</param>
|
|
private void InvalidateSamplerCacheNoWfi(int argument)
|
|
{
|
|
_context.AdvanceSequence();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Invalidates the cache with the texture descriptors from the texture pool.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument (unused)</param>
|
|
private void InvalidateTextureHeaderCacheNoWfi(int argument)
|
|
{
|
|
_context.AdvanceSequence();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Issues a texture barrier.
|
|
/// This waits until previous texture writes from the GPU to finish, before
|
|
/// performing new operations with said textures.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument (unused)</param>
|
|
private void TextureBarrier(int argument)
|
|
{
|
|
_context.Renderer.Pipeline.TextureBarrier();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Issues a texture barrier.
|
|
/// This waits until previous texture writes from the GPU to finish, before
|
|
/// performing new operations with said textures.
|
|
/// This performs a per-tile wait, it is only valid if both the previous write
|
|
/// and current access has the same access patterns.
|
|
/// This may be faster than the regular barrier on tile-based rasterizers.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument (unused)</param>
|
|
private void TextureBarrierTiled(int argument)
|
|
{
|
|
_context.Renderer.Pipeline.TextureBarrierTiled();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Draws a texture, without needing to specify shader programs.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void DrawTexture(int argument)
|
|
{
|
|
_drawManager.DrawTexture(this, argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Pushes four 8-bit index buffer elements.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void VbElementU8(int argument)
|
|
{
|
|
_drawManager.VbElementU8(argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Pushes two 16-bit index buffer elements.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void VbElementU16(int argument)
|
|
{
|
|
_drawManager.VbElementU16(argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Pushes one 32-bit index buffer element.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void VbElementU32(int argument)
|
|
{
|
|
_drawManager.VbElementU32(argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Resets the value of an internal GPU counter back to zero.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void ResetCounter(int argument)
|
|
{
|
|
_semaphoreUpdater.ResetCounter(argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finishes the draw call.
|
|
/// This draws geometry on the bound buffers based on the current GPU state.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void DrawEnd(int argument)
|
|
{
|
|
_drawManager.DrawEnd(this, argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Starts draw.
|
|
/// This sets primitive type and instanced draw parameters.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void DrawBegin(int argument)
|
|
{
|
|
_drawManager.DrawBegin(argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the index buffer count.
|
|
/// This also sets internal state that indicates that the next draw is an indexed draw.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void SetIndexBufferCount(int argument)
|
|
{
|
|
_drawManager.SetIndexBufferCount(argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs a indexed draw with a low number of index buffer elements.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void DrawIndexedSmall(int argument)
|
|
{
|
|
_drawManager.DrawIndexedSmall(this, argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs a indexed draw with a low number of index buffer elements.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void DrawIndexedSmall2(int argument)
|
|
{
|
|
_drawManager.DrawIndexedSmall2(this, argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs a indexed draw with a low number of index buffer elements,
|
|
/// while also pre-incrementing the current instance value.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void DrawIndexedSmallIncInstance(int argument)
|
|
{
|
|
_drawManager.DrawIndexedSmallIncInstance(this, argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs a indexed draw with a low number of index buffer elements,
|
|
/// while also pre-incrementing the current instance value.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void DrawIndexedSmallIncInstance2(int argument)
|
|
{
|
|
_drawManager.DrawIndexedSmallIncInstance2(this, argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clears the current color and depth-stencil buffers.
|
|
/// Which buffers should be cleared is also specified on the argument.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void Clear(int argument)
|
|
{
|
|
_drawManager.Clear(this, argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Writes a GPU counter to guest memory.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void Report(int argument)
|
|
{
|
|
_semaphoreUpdater.Report(argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs high-level emulation of Falcon microcode function number "4".
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void SetFalcon04(int argument)
|
|
{
|
|
_state.State.SetMmeShadowScratch[0] = 1;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the uniform buffer data with inline data.
|
|
/// </summary>
|
|
/// <param name="argument">New uniform buffer data word</param>
|
|
private void ConstantBufferUpdate(int argument)
|
|
{
|
|
_cbUpdater.Update(argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Binds a uniform buffer for the vertex shader stage.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void ConstantBufferBindVertex(int argument)
|
|
{
|
|
_cbUpdater.BindVertex(argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Binds a uniform buffer for the tessellation control shader stage.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void ConstantBufferBindTessControl(int argument)
|
|
{
|
|
_cbUpdater.BindTessControl(argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Binds a uniform buffer for the tessellation evaluation shader stage.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void ConstantBufferBindTessEvaluation(int argument)
|
|
{
|
|
_cbUpdater.BindTessEvaluation(argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Binds a uniform buffer for the geometry shader stage.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void ConstantBufferBindGeometry(int argument)
|
|
{
|
|
_cbUpdater.BindGeometry(argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Binds a uniform buffer for the fragment shader stage.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
private void ConstantBufferBindFragment(int argument)
|
|
{
|
|
_cbUpdater.BindFragment(argument);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generic register read function that just returns 0.
|
|
/// </summary>
|
|
/// <returns>Zero</returns>
|
|
private static int Zero()
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs a indexed or non-indexed draw.
|
|
/// </summary>
|
|
/// <param name="topology">Primitive topology</param>
|
|
/// <param name="count">Index count for indexed draws, vertex count for non-indexed draws</param>
|
|
/// <param name="instanceCount">Instance count</param>
|
|
/// <param name="firstIndex">First index on the index buffer for indexed draws, ignored for non-indexed draws</param>
|
|
/// <param name="firstVertex">First vertex on the vertex buffer</param>
|
|
/// <param name="firstInstance">First instance</param>
|
|
/// <param name="indexed">True if the draw is indexed, false otherwise</param>
|
|
public void Draw(
|
|
PrimitiveTopology topology,
|
|
int count,
|
|
int instanceCount,
|
|
int firstIndex,
|
|
int firstVertex,
|
|
int firstInstance,
|
|
bool indexed)
|
|
{
|
|
_drawManager.Draw(this, topology, count, instanceCount, firstIndex, firstVertex, firstInstance, indexed);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Performs a indirect draw, with parameters from a GPU buffer.
|
|
/// </summary>
|
|
/// <param name="topology">Primitive topology</param>
|
|
/// <param name="indirectBufferAddress">Address of the buffer with the draw parameters, such as count, first index, etc</param>
|
|
/// <param name="parameterBufferAddress">Address of the buffer with the draw count</param>
|
|
/// <param name="maxDrawCount">Maximum number of draws that can be made</param>
|
|
/// <param name="stride">Distance in bytes between each entry on the data pointed to by <paramref name="indirectBufferAddress"/></param>
|
|
/// <param name="indexCount">Maximum number of indices that the draw can consume</param>
|
|
/// <param name="drawType">Type of the indirect draw, which can be indexed or non-indexed, with or without a draw count</param>
|
|
public void DrawIndirect(
|
|
PrimitiveTopology topology,
|
|
ulong indirectBufferAddress,
|
|
ulong parameterBufferAddress,
|
|
int maxDrawCount,
|
|
int stride,
|
|
int indexCount,
|
|
IndirectDrawType drawType)
|
|
{
|
|
_drawManager.DrawIndirect(this, topology, indirectBufferAddress, parameterBufferAddress, maxDrawCount, stride, indexCount, drawType);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Clears the current color and depth-stencil buffers.
|
|
/// Which buffers should be cleared can also specified with the arguments.
|
|
/// </summary>
|
|
/// <param name="argument">Method call argument</param>
|
|
/// <param name="layerCount">For array and 3D textures, indicates how many layers should be cleared</param>
|
|
public void Clear(int argument, int layerCount)
|
|
{
|
|
_drawManager.Clear(this, argument, layerCount);
|
|
}
|
|
}
|
|
}
|