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Commit c1811ed3 authored by Subv's avatar Subv
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GPU: Support clears that don't clear the color buffer.

parent be51120d
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......@@ -420,8 +420,9 @@ bool Maxwell3D::IsShaderStageEnabled(Regs::ShaderStage stage) const {
}
void Maxwell3D::ProcessClearBuffers() {
ASSERT(regs.clear_buffers.R && regs.clear_buffers.G && regs.clear_buffers.B &&
regs.clear_buffers.A);
ASSERT(regs.clear_buffers.R == regs.clear_buffers.G &&
regs.clear_buffers.R == regs.clear_buffers.B &&
regs.clear_buffers.R == regs.clear_buffers.A);
VideoCore::g_renderer->Rasterizer()->Clear();
}
......
......@@ -300,6 +300,20 @@ bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
void RasterizerOpenGL::Clear() {
const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
GLbitfield clear_mask = 0;
if (regs.clear_buffers.R && regs.clear_buffers.G && regs.clear_buffers.B &&
regs.clear_buffers.A) {
clear_mask |= GL_COLOR_BUFFER_BIT;
}
if (regs.clear_buffers.Z)
clear_mask |= GL_DEPTH_BUFFER_BIT;
if (clear_mask == 0)
return;
// Sync the depth test state before configuring the framebuffer surfaces.
SyncDepthTestState();
// TODO(bunnei): Implement these
const bool has_stencil = false;
const bool using_color_fb = true;
......@@ -353,10 +367,6 @@ void RasterizerOpenGL::Clear() {
regs.clear_color[3]);
glClearDepth(regs.clear_depth);
GLbitfield clear_mask = GL_COLOR_BUFFER_BIT;
if (regs.clear_buffers.Z)
clear_mask |= GL_DEPTH_BUFFER_BIT;
glClear(clear_mask);
// Mark framebuffer surfaces as dirty
......
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