Support Array/3D depth-stencil render target, and single layer clears (#3400)
* Support Array/3D depth-stencil render target, and single layer clears * Alignment
This commit is contained in:
parent
b1bd6a50b5
commit
851f56b08a
10 changed files with 157 additions and 34 deletions
|
@ -505,8 +505,9 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
}
|
||||
|
||||
int index = (argument >> 6) & 0xf;
|
||||
int layer = (argument >> 10) & 0x3ff;
|
||||
|
||||
engine.UpdateRenderTargetState(useControl: false, singleUse: index);
|
||||
engine.UpdateRenderTargetState(useControl: false, layered: layer != 0, singleUse: index);
|
||||
|
||||
// If there is a mismatch on the host clip region and the one explicitly defined by the guest
|
||||
// on the screen scissor state, then we need to force only one texture to be bound to avoid
|
||||
|
@ -581,7 +582,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
|
||||
ColorF color = new ColorF(clearColor.Red, clearColor.Green, clearColor.Blue, clearColor.Alpha);
|
||||
|
||||
_context.Renderer.Pipeline.ClearRenderTargetColor(index, componentMask, color);
|
||||
_context.Renderer.Pipeline.ClearRenderTargetColor(index, layer, componentMask, color);
|
||||
}
|
||||
|
||||
if (clearDepth || clearStencil)
|
||||
|
@ -602,6 +603,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
|
|||
}
|
||||
|
||||
_context.Renderer.Pipeline.ClearRenderTargetDepthStencil(
|
||||
layer,
|
||||
depthValue,
|
||||
clearDepth,
|
||||
stencilValue,
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue