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using Ryujinx.Graphics.GAL.Color;
using Ryujinx.Graphics.Gpu.State;
namespace Ryujinx.Graphics.Gpu.Engine
{
partial class Methods
{
private void Clear(int argument)
{
UpdateRenderTargetStateIfNeeded();
_textureManager.CommitGraphicsBindings();
bool clearDepth = (argument & 1) != 0;
bool clearStencil = (argument & 2) != 0;
uint componentMask = (uint)((argument >> 2) & 0xf);
int index = (argument >> 6) & 0xf;
if (componentMask != 0)
{
var clearColor = _context.State.Get<ClearColors>(MethodOffset.ClearColors);
ColorF color = new ColorF(
clearColor.Red,
clearColor.Green,
clearColor.Blue,
clearColor.Alpha);
_context.Renderer.Pipeline.ClearRenderTargetColor(index, componentMask, color);
}
if (clearDepth || clearStencil)
{
float depthValue = _context.State.Get<float>(MethodOffset.ClearDepthValue);
int stencilValue = _context.State.Get<int> (MethodOffset.ClearStencilValue);
int stencilMask = 0;
if (clearStencil)
{
stencilMask = _context.State.Get<StencilTestState>(MethodOffset.StencilTestState).FrontMask;
}
_context.Renderer.Pipeline.ClearRenderTargetDepthStencil(
depthValue,
clearDepth,
stencilValue,
stencilMask);
}
}
}
}
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