forked from MoonsideGames/Refresh
change Clear definition to make more sense
parent
d9700707d0
commit
fe03f1739a
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@ -742,12 +742,11 @@ REFRESHAPI void Refresh_DestroyDevice(Refresh_Device *device);
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* It is generally recommended to clear in BeginRenderPass
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* It is generally recommended to clear in BeginRenderPass
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* rather than by calling this function unless necessary.
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* rather than by calling this function unless necessary.
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*
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*
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* clearRect: Area to clear.
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* clearRect: Area to clear.
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* options: Bitflags to specify color/depth/stencil buffers for clearing.
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* options: Bitflags to specify color/depth/stencil buffers for clearing.
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* colors: An array of color values for the cleared color buffers.
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* colors: An array of color values for the cleared color buffers.
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* colorCount: The number of colors in the above array.
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* colorCount: The number of colors in the above array.
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* depth: The new value of the cleared depth buffer.
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* depthStencil: Depth and stencil values for the cleared depth stencil buffer.
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* stencil: The new value of the cleared stencil buffer.
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*/
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*/
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REFRESHAPI void Refresh_Clear(
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REFRESHAPI void Refresh_Clear(
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Refresh_Device *device,
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Refresh_Device *device,
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@ -756,8 +755,7 @@ REFRESHAPI void Refresh_Clear(
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Refresh_ClearOptions options,
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Refresh_ClearOptions options,
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Refresh_Color *colors,
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Refresh_Color *colors,
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uint32_t colorCount,
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uint32_t colorCount,
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float depth,
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Refresh_DepthStencilValue depthStencil
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int32_t stencil
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);
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);
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/* Draws data from vertex/index buffers with instancing enabled.
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/* Draws data from vertex/index buffers with instancing enabled.
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@ -174,8 +174,7 @@ void Refresh_Clear(
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Refresh_ClearOptions options,
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Refresh_ClearOptions options,
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Refresh_Color *colors,
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Refresh_Color *colors,
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uint32_t colorCount,
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uint32_t colorCount,
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float depth,
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Refresh_DepthStencilValue depthStencil
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int32_t stencil
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) {
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) {
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NULL_RETURN(device);
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NULL_RETURN(device);
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device->Clear(
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device->Clear(
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@ -185,8 +184,7 @@ void Refresh_Clear(
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options,
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options,
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colors,
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colors,
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colorCount,
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colorCount,
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depth,
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depthStencil
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stencil
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);
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);
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}
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}
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@ -174,8 +174,7 @@ struct Refresh_Device
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Refresh_ClearOptions options,
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Refresh_ClearOptions options,
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Refresh_Color *colors,
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Refresh_Color *colors,
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uint32_t colorCount,
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uint32_t colorCount,
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float depth,
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Refresh_DepthStencilValue depthStencil
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int32_t stencil
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);
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);
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void (*DrawInstancedPrimitives)(
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void (*DrawInstancedPrimitives)(
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@ -3694,8 +3694,7 @@ static void VULKAN_Clear(
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Refresh_ClearOptions options,
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Refresh_ClearOptions options,
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Refresh_Color *colors,
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Refresh_Color *colors,
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uint32_t colorCount,
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uint32_t colorCount,
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float depth,
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Refresh_DepthStencilValue depthStencil
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int32_t stencil
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) {
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) {
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VulkanRenderer* renderer = (VulkanRenderer*) driverData;
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VulkanRenderer* renderer = (VulkanRenderer*) driverData;
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VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer*) commandBuffer;
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VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer*) commandBuffer;
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@ -3762,16 +3761,16 @@ static void VULKAN_Clear(
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if (shouldClearDepth)
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if (shouldClearDepth)
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{
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{
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if (depth < 0.0f)
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if (depthStencil.depth < 0.0f)
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{
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{
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depth = 0.0f;
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depthStencil.depth = 0.0f;
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}
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}
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else if (depth > 1.0f)
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else if (depthStencil.depth > 1.0f)
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{
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{
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depth = 1.0f;
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depthStencil.depth = 1.0f;
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}
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}
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clearAttachments[attachmentCount].aspectMask |= VK_IMAGE_ASPECT_DEPTH_BIT;
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clearAttachments[attachmentCount].aspectMask |= VK_IMAGE_ASPECT_DEPTH_BIT;
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clearAttachments[attachmentCount].clearValue.depthStencil.depth = depth;
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clearAttachments[attachmentCount].clearValue.depthStencil.depth = depthStencil.depth;
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}
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}
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else
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else
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{
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{
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@ -3781,7 +3780,7 @@ static void VULKAN_Clear(
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if (shouldClearStencil)
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if (shouldClearStencil)
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{
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{
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clearAttachments[attachmentCount].aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT;
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clearAttachments[attachmentCount].aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT;
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clearAttachments[attachmentCount].clearValue.depthStencil.stencil = stencil;
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clearAttachments[attachmentCount].clearValue.depthStencil.stencil = depthStencil.stencil;
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}
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}
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else
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else
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{
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{
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