GPU: Discard data when getting texture before full clear (#5719)
* GPU: Discard data when getting texture before full clear * Fix rules and order of clear checks * Fix formatting
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10 changed files with 205 additions and 11 deletions
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@ -1,6 +1,7 @@
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Threed.ComputeDraw;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Memory;
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using System;
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@ -806,25 +807,69 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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updateFlags |= RenderTargetUpdateFlags.Layered;
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}
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if (clearDepth || clearStencil)
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bool clearDS = clearDepth || clearStencil;
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if (clearDS)
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{
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updateFlags |= RenderTargetUpdateFlags.UpdateDepthStencil;
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}
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engine.UpdateRenderTargetState(updateFlags, singleUse: componentMask != 0 ? index : -1);
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// If there is a mismatch on the host clip region and the one explicitly defined by the guest
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// on the screen scissor state, then we need to force only one texture to be bound to avoid
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// host clipping.
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var screenScissorState = _state.State.ScreenScissorState;
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bool clearAffectedByStencilMask = (_state.State.ClearFlags & 1) != 0;
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bool clearAffectedByScissor = (_state.State.ClearFlags & 0x100) != 0;
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if (clearDS || componentMask == 15)
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{
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// A full clear if scissor is disabled, or it matches the screen scissor state.
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bool fullClear = screenScissorState.X == 0 && screenScissorState.Y == 0;
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if (fullClear && clearAffectedByScissor && _state.State.ScissorState[0].Enable)
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{
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ref var scissorState = ref _state.State.ScissorState[0];
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fullClear = scissorState.X1 == screenScissorState.X &&
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scissorState.Y1 == screenScissorState.Y &&
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scissorState.X2 >= screenScissorState.X + screenScissorState.Width &&
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scissorState.Y2 >= screenScissorState.Y + screenScissorState.Height;
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}
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if (fullClear && clearDS)
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{
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// Must clear all aspects of the depth-stencil format.
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FormatInfo dsFormat = _state.State.RtDepthStencilState.Format.Convert();
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bool hasDepth = dsFormat.Format.HasDepth();
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bool hasStencil = dsFormat.Format.HasStencil();
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if (hasStencil && (!clearStencil || (clearAffectedByStencilMask && _state.State.StencilTestState.FrontMask != 0xff)))
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{
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fullClear = false;
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}
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else if (hasDepth && !clearDepth)
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{
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fullClear = false;
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}
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}
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if (fullClear)
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{
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updateFlags |= RenderTargetUpdateFlags.DiscardClip;
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}
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}
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engine.UpdateRenderTargetState(updateFlags, singleUse: componentMask != 0 ? index : -1);
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// Must happen after UpdateRenderTargetState to have up-to-date clip region values.
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bool clipMismatch = (screenScissorState.X | screenScissorState.Y) != 0 ||
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screenScissorState.Width != _channel.TextureManager.ClipRegionWidth ||
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screenScissorState.Height != _channel.TextureManager.ClipRegionHeight;
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bool clearAffectedByStencilMask = (_state.State.ClearFlags & 1) != 0;
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bool clearAffectedByScissor = (_state.State.ClearFlags & 0x100) != 0;
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bool needsCustomScissor = !clearAffectedByScissor || clipMismatch;
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// Scissor and rasterizer discard also affect clears.
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