OpenGLRenderer: Fix FBO clearing when scissor is enabled
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45d4195527
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@ -29,6 +29,8 @@ namespace Nz
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void Activate() const override;
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inline const Vector2ui& GetAttachmentSize(std::size_t i) const;
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std::size_t GetColorBufferCount() const override;
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const Vector2ui& GetSize() const override;
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@ -39,10 +41,11 @@ namespace Nz
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private:
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GL::Framebuffer m_framebuffer;
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std::size_t m_colorAttachmentCount;
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std::vector<Vector2ui> m_attachmentSizes;
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Vector2ui m_size;
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};
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}
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#include <Nazara/OpenGLRenderer/OpenGLFboFramebuffer.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLFboFramebuffer.inl>
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#endif // NAZARA_OPENGLRENDERER_OPENGLFBOFRAMEBUFFER_HPP
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@ -3,11 +3,14 @@
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/OpenGLRenderer/OpenGLFboFramebuffer.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLFramebuffer.hpp>
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#include <Nazara/OpenGLRenderer/Debug.hpp>
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namespace Nz
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{
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inline const Vector2ui& OpenGLFboFramebuffer::GetAttachmentSize(std::size_t i) const
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{
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return m_attachmentSizes[i];
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}
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}
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#include <Nazara/OpenGLRenderer/DebugOff.hpp>
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@ -4,6 +4,7 @@
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#include <Nazara/OpenGLRenderer/OpenGLCommandBuffer.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLCommandPool.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLFboFramebuffer.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLRenderPass.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLRenderPipelineLayout.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLVaoCache.hpp>
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@ -172,6 +173,8 @@ namespace Nz
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if (command.framebuffer->GetType() == FramebufferType::Texture)
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{
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const OpenGLFboFramebuffer& fboFramebuffer = static_cast<const OpenGLFboFramebuffer&>(*command.framebuffer);
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context->glDrawBuffers(GLsizei(colorBufferCount), fboDrawBuffers.data());
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invalidateAttachments = NazaraStackVector(GLenum, colorBufferCount + 1);
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@ -187,6 +190,11 @@ namespace Nz
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if (attachmentInfo.loadOp == AttachmentLoadOp::Clear)
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{
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context->ResetColorWriteMasks();
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// Reset scissor as it affects clear commands if enabled (disabling it would work too but it seems more expansive)
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const Vector2ui& attachmentSize = fboFramebuffer.GetAttachmentSize(i);
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context->SetScissorBox(0, 0, attachmentSize.x, attachmentSize.y);
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context->glClearBufferfv(GL_COLOR, GLint(i), clearColor.data());
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}
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else if (attachmentInfo.loadOp == AttachmentLoadOp::Discard)
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@ -199,6 +207,14 @@ namespace Nz
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const auto& clearValues = command.clearValues[attachmentIndex];
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const auto& depthStencilAttachment = command.renderpass->GetAttachment(attachmentIndex);
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// Reset scissor as it affects clear commands if enabled (disabling it would work too but it seems more expansive)
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if (depthStencilAttachment.loadOp == AttachmentLoadOp::Clear || depthStencilAttachment.stencilLoadOp == AttachmentLoadOp::Clear)
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{
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const Vector2ui& attachmentSize = fboFramebuffer.GetAttachmentSize(attachmentIndex);
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context->SetScissorBox(0, 0, attachmentSize.x, attachmentSize.y);
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}
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if (depthStencilAttachment.loadOp == AttachmentLoadOp::Clear && depthStencilAttachment.stencilLoadOp == AttachmentLoadOp::Clear)
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{
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context->ResetDepthWriteMasks();
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@ -287,9 +303,10 @@ namespace Nz
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if (clearFields)
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{
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// Reset scissor as it affects clear commands if enabled (disabling it would work too but it seems more expansive)
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const Vector2ui& size = command.framebuffer->GetSize();
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context->SetScissorBox(0, 0, size.x, size.y);
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context->SetViewport(0, 0, size.x, size.y);
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context->glClear(clearFields);
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}
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}
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@ -20,12 +20,14 @@ namespace Nz
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bool hasDepth = false;
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bool hasStencil = false;
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m_attachmentSizes.resize(attachments.size());
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for (std::size_t i = 0; i < attachments.size(); ++i)
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{
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assert(attachments[i]);
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const OpenGLTexture& glTexture = static_cast<const OpenGLTexture&>(*attachments[i]);
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Vector2ui textureSize = Vector2ui(glTexture.GetSize());
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m_attachmentSizes[i] = textureSize;
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if (i == 0)
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m_size = textureSize;
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