Don't discard the backbuffer depth/stencil in setCanvas.

#1893.
This commit is contained in:
Sasha Szpakowski
2023-01-11 08:58:12 -04:00
parent 8572d4f935
commit 249d90067e
4 changed files with 17 additions and 14 deletions
+1 -1
View File
@@ -207,7 +207,7 @@ private:
void initCapabilities() override;
void getAPIStats(int &shaderswitches) const override;
void endPass();
void endPass(bool presenting);
id<MTLDepthStencilState> getCachedDepthStencilState(const DepthState &depth, const StencilState &stencil);
void applyRenderState(id<MTLRenderCommandEncoder> renderEncoder, const VertexAttributes &attributes);
+5 -5
View File
@@ -1358,7 +1358,7 @@ bool Graphics::dispatch(int x, int y, int z)
void Graphics::setRenderTargetsInternal(const RenderTargets &rts, int /*pixelw*/, int /*pixelh*/, bool /*hasSRGBtexture*/)
{ @autoreleasepool {
endPass();
endPass(false);
bool isbackbuffer = rts.getFirstTarget().texture == nullptr;
@@ -1410,7 +1410,7 @@ void Graphics::setRenderTargetsInternal(const RenderTargets &rts, int /*pixelw*/
dirtyRenderState = STATEBIT_ALL;
}}
void Graphics::endPass()
void Graphics::endPass(bool presenting)
{
// Make sure the encoder gets set up, if nothing else has done it yet.
useRenderEncoder();
@@ -1421,9 +1421,9 @@ void Graphics::endPass()
love::graphics::Texture *depthstencil = rts.depthStencil.texture.get();
// Discard the depth/stencil buffer if we're using an internal cached one,
// or if this is the backbuffer.
// or if we're presenting the backbuffer to the display.
if ((depthstencil == nullptr && (rts.temporaryRTFlags & (TEMPORARY_RT_DEPTH | TEMPORARY_RT_STENCIL)) != 0)
|| !rts.getFirstTarget().texture.get())
|| (presenting && !rts.getFirstTarget().texture.get()))
{
attachmentStoreActions.depth = MTLStoreActionDontCare;
attachmentStoreActions.stencil = MTLStoreActionDontCare;
@@ -1562,7 +1562,7 @@ void Graphics::present(void *screenshotCallbackData)
// endPass calls useRenderEncoder, which makes sure activeDrawable is set
// when possible.
endPass();
endPass(true);
id<MTLBuffer> screenshotbuffer = nil;
+10 -7
View File
@@ -758,7 +758,7 @@ void Graphics::setRenderTargetsInternal(const RenderTargets &rts, int pixelw, in
OpenGL::TempDebugGroup debuggroup("setRenderTargets");
endPass();
endPass(false);
bool iswindow = rts.getFirstTarget().texture == nullptr;
Winding vertexwinding = state.winding;
@@ -794,16 +794,18 @@ void Graphics::setRenderTargetsInternal(const RenderTargets &rts, int pixelw, in
}
}
void Graphics::endPass()
void Graphics::endPass(bool presenting)
{
auto &rts = states.back().renderTargets;
love::graphics::Texture *depthstencil = rts.depthStencil.texture.get();
// Discard the depth/stencil buffer if we're using an internal cached one.
if (depthstencil == nullptr && (rts.temporaryRTFlags & (TEMPORARY_RT_DEPTH | TEMPORARY_RT_STENCIL)) != 0)
// Discard the depth/stencil buffer if we're using an internal cached one,
// or if we're presenting the backbuffer to the display.
if ((depthstencil == nullptr && (rts.temporaryRTFlags & (TEMPORARY_RT_DEPTH | TEMPORARY_RT_STENCIL)) != 0)
|| (presenting && !rts.getFirstTarget().texture.get()))
{
discard({}, true);
else if (!rts.getFirstTarget().texture.get())
discard({}, true); // Backbuffer
}
// Resolve MSAA buffers. MSAA is only supported for 2D render targets so we
// don't have to worry about resolving to slices.
@@ -1224,7 +1226,8 @@ void Graphics::present(void *screenshotCallbackData)
deprecations.draw(this);
flushBatchedDraws();
endPass();
endPass(true);
int w = getPixelWidth();
int h = getPixelHeight();
+1 -1
View File
@@ -149,7 +149,7 @@ private:
void initCapabilities() override;
void getAPIStats(int &shaderswitches) const override;
void endPass();
void endPass(bool presenting);
GLuint bindCachedFBO(const RenderTargets &targets);
void discard(OpenGL::FramebufferTarget target, const std::vector<bool> &colorbuffers, bool depthstencil);