Rendertarget attachments, texture and image changes (#358)

* Add multiple color outputs for fragment shaders

* Add registers and gal enums

* Use textures for framebuffers and split color and zeta framebuffers

* Abstract texture and framebuffer targets as an image

* Share images between framebuffers and textures

* Unstub formats

* Add some formats

* Disable multiple attachments

* Cache framebuffer attachments

* Handle format types

* Add some rendertarget formats

* Code cleanup

* Fixup half float types

* Address feedback

* Disable multiple attachments in shaders

* Add A4B4G4R4 image format

* Add reversed section for image enums
This commit is contained in:
ReinUsesLisp 2018-08-19 22:25:26 -03:00 committed by gdkchan
parent 056c2840b1
commit 726de8c46a
25 changed files with 1360 additions and 441 deletions

View file

@ -3,7 +3,7 @@ using System;
namespace Ryujinx.Graphics.Gal.OpenGL
{
public class OGLRasterizer : IGalRasterizer
class OGLRasterizer : IGalRasterizer
{
private int[] VertexBuffers;
@ -44,36 +44,29 @@ namespace Ryujinx.Graphics.Gal.OpenGL
public void ClearBuffers(
GalClearBufferFlags Flags,
int Attachment,
float Red, float Green, float Blue, float Alpha,
float Depth,
int Stencil)
{
ClearBufferMask Mask = ClearBufferMask.ColorBufferBit;
GL.ColorMask(
Flags.HasFlag(GalClearBufferFlags.ColorRed),
Flags.HasFlag(GalClearBufferFlags.ColorGreen),
Flags.HasFlag(GalClearBufferFlags.ColorBlue),
Flags.HasFlag(GalClearBufferFlags.ColorAlpha));
GL.ClearBuffer(ClearBuffer.Color, Attachment, new float[] { Red, Green, Blue, Alpha });
if (Flags.HasFlag(GalClearBufferFlags.Depth))
{
Mask |= ClearBufferMask.DepthBufferBit;
GL.ClearBuffer(ClearBuffer.Depth, 0, ref Depth);
}
if (Flags.HasFlag(GalClearBufferFlags.Stencil))
{
Mask |= ClearBufferMask.StencilBufferBit;
GL.ClearBuffer(ClearBuffer.Stencil, 0, ref Stencil);
}
GL.ClearColor(Red, Green, Blue, Alpha);
GL.ClearDepth(Depth);
GL.ClearStencil(Stencil);
GL.Clear(Mask);
GL.ColorMask(true, true, true, true);
}