metal: basic implementation of love.graphics.clear

This commit is contained in:
Alex Szpakowski
2020-04-23 22:49:38 -03:00
parent 99b39065b6
commit 643a046d64
+49 -6
View File
@@ -724,6 +724,8 @@ void Graphics::setRenderTargetsInternal(const RenderTargets &rts, int w, int h,
void Graphics::endPass()
{
flushBatchedDraws();
auto &rts = states.back().renderTargets;
love::graphics::Texture *depthstencil = rts.depthStencil.texture.get();
@@ -767,15 +769,36 @@ void Graphics::endPass()
}
void Graphics::clear(OptionalColorf c, OptionalInt stencil, OptionalDouble depth)
{
{ @autoreleasepool {
if (c.hasValue || stencil.hasValue || depth.hasValue)
flushBatchedDraws();
// TODO
}
// TODO: handle clearing mid-pass
if (c.hasValue)
{
MTLClearColor color = MTLClearColorMake(c.value.r, c.value.g, c.value.b, c.value.a);
for (int i = 0; i < 8; i++)
{
passDesc.colorAttachments[0].clearColor = color;
passDesc.colorAttachments[0].loadAction = MTLLoadActionClear;
}
}
if (stencil.hasValue)
{
passDesc.stencilAttachment.clearStencil = stencil.value;
passDesc.stencilAttachment.loadAction = MTLLoadActionClear;
}
if (depth.hasValue)
{
passDesc.depthAttachment.clearDepth = depth.value;
passDesc.depthAttachment.loadAction = MTLLoadActionClear;
}
}}
void Graphics::clear(const std::vector<OptionalColorf> &colors, OptionalInt stencil, OptionalDouble depth)
{
{ @autoreleasepool {
if (colors.size() == 0 && !stencil.hasValue && !depth.hasValue)
return;
@@ -790,8 +813,28 @@ void Graphics::clear(const std::vector<OptionalColorf> &colors, OptionalInt sten
flushBatchedDraws();
// TODO
}
// TODO: handle clearing mid-pass
for (int i = 0; i < ncolors; i++)
{
if (!colors[i].hasValue)
continue;
const Colorf &c = colors[i].value;
passDesc.colorAttachments[i].clearColor = MTLClearColorMake(c.r, c.g, c.b, c.a);
passDesc.colorAttachments[i].loadAction = MTLLoadActionClear;
}
if (stencil.hasValue)
{
passDesc.stencilAttachment.clearStencil = stencil.value;
passDesc.stencilAttachment.loadAction = MTLLoadActionClear;
}
if (depth.hasValue)
{
passDesc.depthAttachment.clearDepth = depth.value;
passDesc.depthAttachment.loadAction = MTLLoadActionClear;
}
}}
void Graphics::discard(const std::vector<bool> &colorbuffers, bool depthstencil)
{