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@@ -297,6 +297,77 @@ bool RasterizerOpenGL::AccelerateDrawBatch(bool is_indexed) {
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return true;
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}
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+void RasterizerOpenGL::Clear() {
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+ const auto& regs = Core::System().GetInstance().GPU().Maxwell3D().regs;
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+
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+ // TODO(bunnei): Implement these
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+ const bool has_stencil = false;
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+ const bool using_color_fb = true;
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+ const bool using_depth_fb = regs.zeta.Address() != 0;
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+ const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
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+
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+ const bool write_color_fb =
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+ state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
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+ state.color_mask.blue_enabled == GL_TRUE || state.color_mask.alpha_enabled == GL_TRUE;
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+
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+ const bool write_depth_fb =
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+ (state.depth.test_enabled && state.depth.write_mask == GL_TRUE) ||
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+ (has_stencil && state.stencil.test_enabled && state.stencil.write_mask != 0);
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+
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+ Surface color_surface;
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+ Surface depth_surface;
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+ MathUtil::Rectangle<u32> surfaces_rect;
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+ std::tie(color_surface, depth_surface, surfaces_rect) =
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+ res_cache.GetFramebufferSurfaces(using_color_fb, using_depth_fb, viewport_rect);
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+
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+ MathUtil::Rectangle<u32> draw_rect{
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+ static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.left) + viewport_rect.left,
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+ surfaces_rect.left, surfaces_rect.right)), // Left
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+ static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.bottom) + viewport_rect.top,
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+ surfaces_rect.bottom, surfaces_rect.top)), // Top
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+ static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.left) + viewport_rect.right,
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+ surfaces_rect.left, surfaces_rect.right)), // Right
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+ static_cast<u32>(
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+ std::clamp<s32>(static_cast<s32>(surfaces_rect.bottom) + viewport_rect.bottom,
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+ surfaces_rect.bottom, surfaces_rect.top))}; // Bottom
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+
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+ // Bind the framebuffer surfaces
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+ BindFramebufferSurfaces(color_surface, depth_surface, has_stencil);
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+
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+ // Sync the viewport
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+ SyncViewport(surfaces_rect);
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+
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+ // TODO(bunnei): Sync scissorbox uniform(s) here
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+
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+ // Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
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+ // scissor test to prevent drawing outside of the framebuffer region
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+ state.scissor.enabled = true;
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+ state.scissor.x = draw_rect.left;
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+ state.scissor.y = draw_rect.bottom;
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+ state.scissor.width = draw_rect.GetWidth();
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+ state.scissor.height = draw_rect.GetHeight();
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+ state.Apply();
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+
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+ // TODO(Subv): Support clearing only partial colors.
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+ glClearColor(regs.clear_color[0], regs.clear_color[1], regs.clear_color[2],
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+ regs.clear_color[3]);
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+ glClearDepth(regs.clear_depth);
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+
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+ GLbitfield clear_mask = GL_COLOR_BUFFER_BIT;
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+ if (regs.clear_buffers.Z)
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+ clear_mask |= GL_DEPTH_BUFFER_BIT;
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+
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+ glClear(clear_mask);
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+
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+ // Mark framebuffer surfaces as dirty
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+ if (color_surface != nullptr && write_color_fb) {
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+ res_cache.MarkSurfaceAsDirty(color_surface);
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+ }
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+ if (depth_surface != nullptr && write_depth_fb) {
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+ res_cache.MarkSurfaceAsDirty(depth_surface);
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+ }
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+}
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+
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void RasterizerOpenGL::DrawArrays() {
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if (accelerate_draw == AccelDraw::Disabled)
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return;
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