Somewhat better ClearBuffers implementation
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3 changed files with 16 additions and 19 deletions
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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 Layer = (Arg0 >> 10) & 0x3ff;
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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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private void SetFrameBuffer(NvGpuVmm Vmm, int FbIndex)
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{
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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 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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//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.Bind(PA);
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Gpu.Renderer.FrameBuffer.Create(Key, 1280, 720);
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Gpu.Renderer.FrameBuffer.Bind(Key);
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}
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private long[] UploadShaders(NvGpuVmm Vmm)
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