[D3D12] Clear both color and depth in resolves

This commit is contained in:
Triang3l 2018-09-16 19:49:01 +03:00
parent f8506d6b62
commit ae3d0bbb57
1 changed files with 18 additions and 8 deletions

View File

@ -812,6 +812,10 @@ bool RenderTargetCache::Resolve(SharedMemory* shared_memory,
uint32_t surface_pitch = rb_surface_info & 0x3FFF;
MsaaSamples msaa_samples = MsaaSamples((rb_surface_info >> 16) & 0x3);
uint32_t rb_copy_control = regs[XE_GPU_REG_RB_COPY_CONTROL].u32;
// Depth info is always needed because color resolve may also clear depth.
uint32_t rb_depth_info = regs[XE_GPU_REG_RB_DEPTH_INFO].u32;
uint32_t depth_edram_base = rb_depth_info & 0xFFF;
uint32_t depth_format = (rb_depth_info >> 16) & 0x1;
uint32_t surface_index = rb_copy_control & 0x7;
if (surface_index > 4) {
assert_always();
@ -821,9 +825,8 @@ bool RenderTargetCache::Resolve(SharedMemory* shared_memory,
uint32_t surface_edram_base;
uint32_t surface_format;
if (surface_is_depth) {
uint32_t rb_depth_info = regs[XE_GPU_REG_RB_DEPTH_INFO].u32;
surface_edram_base = rb_depth_info & 0xFFF;
surface_format = (rb_depth_info >> 16) & 0x1;
surface_edram_base = depth_edram_base;
surface_format = depth_format;
} else {
uint32_t rb_color_info;
switch (surface_index) {
@ -898,12 +901,18 @@ bool RenderTargetCache::Resolve(SharedMemory* shared_memory,
msaa_samples != MsaaSamples::k1X ? "s" : "", surface_format,
surface_edram_base);
bool copied = ResolveCopy(shared_memory, texture_cache, surface_edram_base,
bool result = ResolveCopy(shared_memory, texture_cache, surface_edram_base,
surface_pitch, msaa_samples, surface_is_depth,
surface_format, src_rect);
bool cleared = ResolveClear(surface_edram_base, surface_pitch, msaa_samples,
surface_is_depth, surface_format, src_rect);
return copied || cleared;
// Clear the color RT if needed.
if (!surface_is_depth) {
result &= ResolveClear(surface_edram_base, surface_pitch, msaa_samples,
false, surface_format, src_rect);
}
// Clear the depth RT if needed (may be cleared alongside color).
result &= ResolveClear(depth_edram_base, surface_pitch, msaa_samples, true,
depth_format, src_rect);
return result;
}
bool RenderTargetCache::ResolveCopy(SharedMemory* shared_memory,
@ -1422,7 +1431,8 @@ bool RenderTargetCache::ResolveClear(uint32_t edram_base,
return true;
}
XELOGGPU("Resolve: Clearing the render target");
XELOGGPU("Resolve: Clearing the %s render target",
is_depth ? "depth" : "color");
// Calculate the layout.
bool is_64bpp =