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GL_Rasterizer: Corrections to Clearing.
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0ff4a5fa39
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8cdbfe69b1
@ -568,7 +568,7 @@ void Maxwell3D::FinishCBData() {
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const u32 id = cb_data_state.id;
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const u32 id = cb_data_state.id;
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memory_manager.WriteBlock(address, cb_data_state.buff[id].data(), size);
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memory_manager.WriteBlock(address, cb_data_state.buff[id].data(), size);
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dirty.ResetVertexArrays();
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dirty.OnMemoryWrite();
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cb_data_state.id = null_cb_data;
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cb_data_state.id = null_cb_data;
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cb_data_state.current = null_cb_data;
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cb_data_state.current = null_cb_data;
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@ -604,7 +604,8 @@ void RasterizerOpenGL::Clear() {
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prev_state.Apply();
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prev_state.Apply();
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});
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});
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OpenGLState clear_state;
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OpenGLState clear_state{OpenGLState::GetCurState()};
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clear_state.DefaultViewports();
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if (regs.clear_buffers.R || regs.clear_buffers.G || regs.clear_buffers.B ||
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if (regs.clear_buffers.R || regs.clear_buffers.G || regs.clear_buffers.B ||
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regs.clear_buffers.A) {
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regs.clear_buffers.A) {
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use_color = true;
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use_color = true;
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@ -624,6 +625,7 @@ void RasterizerOpenGL::Clear() {
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// true.
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// true.
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clear_state.depth.test_enabled = true;
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clear_state.depth.test_enabled = true;
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clear_state.depth.test_func = GL_ALWAYS;
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clear_state.depth.test_func = GL_ALWAYS;
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clear_state.depth.write_mask = GL_TRUE;
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}
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}
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if (regs.clear_buffers.S) {
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if (regs.clear_buffers.S) {
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ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear stencil but buffer is not enabled!");
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ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear stencil but buffer is not enabled!");
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@ -661,6 +663,7 @@ void RasterizerOpenGL::Clear() {
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}
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}
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ConfigureClearFramebuffer(clear_state, use_color, use_depth, use_stencil);
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ConfigureClearFramebuffer(clear_state, use_color, use_depth, use_stencil);
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SyncViewport(clear_state);
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SyncViewport(clear_state);
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if (regs.clear_flags.scissor) {
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if (regs.clear_flags.scissor) {
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SyncScissorTest(clear_state);
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SyncScissorTest(clear_state);
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@ -670,11 +673,8 @@ void RasterizerOpenGL::Clear() {
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clear_state.EmulateViewportWithScissor();
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clear_state.EmulateViewportWithScissor();
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}
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}
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clear_state.ApplyColorMask();
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clear_state.AllDirty();
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clear_state.ApplyDepth();
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clear_state.Apply();
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clear_state.ApplyStencilTest();
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clear_state.ApplyViewport();
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clear_state.ApplyFramebufferState();
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if (use_color) {
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if (use_color) {
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glClearBufferfv(GL_COLOR, 0, regs.clear_color);
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glClearBufferfv(GL_COLOR, 0, regs.clear_color);
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@ -165,6 +165,26 @@ OpenGLState::OpenGLState() {
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alpha_test.ref = 0.0f;
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alpha_test.ref = 0.0f;
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}
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}
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void OpenGLState::DefaultViewports() {
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for (auto& item : viewports) {
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item.x = 0;
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item.y = 0;
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item.width = 0;
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item.height = 0;
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item.depth_range_near = 0.0f;
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item.depth_range_far = 1.0f;
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item.scissor.enabled = false;
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item.scissor.x = 0;
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item.scissor.y = 0;
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item.scissor.width = 0;
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item.scissor.height = 0;
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}
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depth_clamp.far_plane = false;
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depth_clamp.near_plane = false;
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}
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void OpenGLState::ApplyDefaultState() {
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void OpenGLState::ApplyDefaultState() {
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glDisable(GL_FRAMEBUFFER_SRGB);
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glDisable(GL_FRAMEBUFFER_SRGB);
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@ -195,6 +195,7 @@ public:
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s_rgb_used = false;
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s_rgb_used = false;
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}
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}
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void DefaultViewports();
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/// Apply this state as the current OpenGL state
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/// Apply this state as the current OpenGL state
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void Apply();
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void Apply();
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@ -245,10 +246,6 @@ public:
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dirty.stencil_state = is_dirty;
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dirty.stencil_state = is_dirty;
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}
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}
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void MarkDirtyViewportState(const bool is_dirty) {
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dirty.viewport_state = is_dirty;
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}
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void MarkDirtyPolygonOffset(const bool is_dirty) {
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void MarkDirtyPolygonOffset(const bool is_dirty) {
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dirty.polygon_offset = is_dirty;
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dirty.polygon_offset = is_dirty;
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}
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}
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@ -260,7 +257,6 @@ public:
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void AllDirty() {
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void AllDirty() {
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dirty.blend_state = true;
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dirty.blend_state = true;
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dirty.stencil_state = true;
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dirty.stencil_state = true;
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dirty.viewport_state = true;
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dirty.polygon_offset = true;
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dirty.polygon_offset = true;
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dirty.color_mask = true;
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dirty.color_mask = true;
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}
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}
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