diff --git a/Ryujinx.Graphics/Gal/IGalRasterizer.cs b/Ryujinx.Graphics/Gal/IGalRasterizer.cs index 1323372a2..45f92f27f 100644 --- a/Ryujinx.Graphics/Gal/IGalRasterizer.cs +++ b/Ryujinx.Graphics/Gal/IGalRasterizer.cs @@ -2,7 +2,7 @@ namespace Ryujinx.Graphics.Gal { public interface IGalRasterizer { - void ClearBuffers(int RtIndex, GalClearBufferFlags Flags); + void ClearBuffers(GalClearBufferFlags Flags); bool IsVboCached(long Key, long DataSize); diff --git a/Ryujinx.Graphics/Gal/OpenGL/OGLRasterizer.cs b/Ryujinx.Graphics/Gal/OpenGL/OGLRasterizer.cs index 052506969..ebd1e8d1c 100644 --- a/Ryujinx.Graphics/Gal/OpenGL/OGLRasterizer.cs +++ b/Ryujinx.Graphics/Gal/OpenGL/OGLRasterizer.cs @@ -70,18 +70,15 @@ namespace Ryujinx.Graphics.Gal.OpenGL IndexBuffer = new IbInfo(); } - public void ClearBuffers(int RtIndex, GalClearBufferFlags Flags) + public void ClearBuffers(GalClearBufferFlags Flags) { - ClearBufferMask Mask = 0; + ClearBufferMask Mask = ClearBufferMask.ColorBufferBit; - //TODO: Use glColorMask to clear just the specified channels. - if (Flags.HasFlag(GalClearBufferFlags.ColorRed) && - Flags.HasFlag(GalClearBufferFlags.ColorGreen) && - Flags.HasFlag(GalClearBufferFlags.ColorBlue) && - Flags.HasFlag(GalClearBufferFlags.ColorAlpha)) - { - Mask = ClearBufferMask.ColorBufferBit; - } + GL.ColorMask( + Flags.HasFlag(GalClearBufferFlags.ColorRed), + Flags.HasFlag(GalClearBufferFlags.ColorGreen), + Flags.HasFlag(GalClearBufferFlags.ColorBlue), + Flags.HasFlag(GalClearBufferFlags.ColorAlpha)); if (Flags.HasFlag(GalClearBufferFlags.Depth)) { @@ -94,6 +91,8 @@ namespace Ryujinx.Graphics.Gal.OpenGL } GL.Clear(Mask); + + GL.ColorMask(true, true, true, true); } public bool IsVboCached(long Key, long DataSize) diff --git a/Ryujinx.HLE/Gpu/Engines/NvGpuEngine3d.cs b/Ryujinx.HLE/Gpu/Engines/NvGpuEngine3d.cs index 380082b31..56cb7688b 100644 --- a/Ryujinx.HLE/Gpu/Engines/NvGpuEngine3d.cs +++ b/Ryujinx.HLE/Gpu/Engines/NvGpuEngine3d.cs @@ -94,30 +94,28 @@ namespace Ryujinx.HLE.Gpu.Engines int FbIndex = (Arg0 >> 6) & 0xf; - int Layer = (Arg0 >> 10) & 0x3ff; - GalClearBufferFlags Flags = (GalClearBufferFlags)(Arg0 & 0x3f); - SetFrameBuffer(Vmm, 0); + SetFrameBuffer(Vmm, FbIndex); - Gpu.Renderer.Rasterizer.ClearBuffers(Layer, Flags); + Gpu.Renderer.Rasterizer.ClearBuffers(Flags); } private void SetFrameBuffer(NvGpuVmm Vmm, int FbIndex) { long VA = MakeInt64From2xInt32(NvGpuEngine3dReg.FrameBufferNAddress + FbIndex * 0x10); - long PA = Vmm.GetPhysicalAddress(VA); + long Key = Vmm.GetPhysicalAddress(VA); - FrameBuffers.Add(PA); + FrameBuffers.Add(Key); int Width = ReadRegister(NvGpuEngine3dReg.FrameBufferNWidth + FbIndex * 0x10); int Height = ReadRegister(NvGpuEngine3dReg.FrameBufferNHeight + FbIndex * 0x10); //Note: Using the Width/Height results seems to give incorrect results. //Maybe the size of all frame buffers is hardcoded to screen size? This seems unlikely. - Gpu.Renderer.FrameBuffer.Create(PA, 1280, 720); - Gpu.Renderer.FrameBuffer.Bind(PA); + Gpu.Renderer.FrameBuffer.Create(Key, 1280, 720); + Gpu.Renderer.FrameBuffer.Bind(Key); } private long[] UploadShaders(NvGpuVmm Vmm)