GPU: Discard data when getting texture before full clear (#5719)
* GPU: Discard data when getting texture before full clear * Fix rules and order of clear checks * Fix formatting
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@@ -447,6 +447,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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bool useControl = updateFlags.HasFlag(RenderTargetUpdateFlags.UseControl);
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bool layered = updateFlags.HasFlag(RenderTargetUpdateFlags.Layered);
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bool singleColor = updateFlags.HasFlag(RenderTargetUpdateFlags.SingleColor);
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bool discard = updateFlags.HasFlag(RenderTargetUpdateFlags.DiscardClip);
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int count = useControl ? rtControl.UnpackCount() : Constants.TotalRenderTargets;
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@@ -486,6 +487,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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memoryManager,
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colorState,
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_vtgWritesRtLayer || layered,
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discard,
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samplesInX,
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samplesInY,
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sizeHint);
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@@ -525,6 +527,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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dsState,
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dsSize,
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_vtgWritesRtLayer || layered,
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discard,
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samplesInX,
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samplesInY,
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sizeHint);
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