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https://github.com/yuzu-emu/yuzu.git
synced 2024-11-15 18:20:05 +00:00
fix viewport and scissor behavior
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a819116154
commit
1881e86c43
@ -34,8 +34,8 @@ void Maxwell3D::InitializeRegisterDefaults() {
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// Depth range near/far is not always set, but is expected to be the default 0.0f, 1.0f. This is
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// needed for ARMS.
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for (std::size_t viewport{}; viewport < Regs::NumViewports; ++viewport) {
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regs.viewport[viewport].depth_range_near = 0.0f;
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regs.viewport[viewport].depth_range_far = 1.0f;
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regs.viewports[viewport].depth_range_near = 0.0f;
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regs.viewports[viewport].depth_range_far = 1.0f;
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}
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// Doom and Bomberman seems to use the uninitialized registers and just enable blend
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// so initialize blend registers with sane values
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@ -505,9 +505,9 @@ public:
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INSERT_PADDING_WORDS(0x2E);
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RenderTargetConfig rt[NumRenderTargets];
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std::array<RenderTargetConfig, NumRenderTargets> rt;
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struct {
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struct ViewportTransform {
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f32 scale_x;
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f32 scale_y;
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f32 scale_z;
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@ -540,9 +540,11 @@ public:
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s32 GetHeight() const {
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return static_cast<s32>(translate_y + std::fabs(scale_y)) - GetY();
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}
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} viewport_transform[NumViewports];
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};
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struct {
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std::array<ViewportTransform, NumViewports> viewport_transform;
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struct ViewPort {
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union {
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BitField<0, 16, u32> x;
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BitField<16, 16, u32> width;
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@ -553,7 +555,9 @@ public:
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};
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float depth_range_near;
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float depth_range_far;
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} viewport[NumViewports];
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};
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std::array<ViewPort, NumViewports> viewports;
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INSERT_PADDING_WORDS(0x1D);
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@ -571,7 +575,7 @@ public:
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INSERT_PADDING_WORDS(0x17);
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struct {
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struct ScissorTest {
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u32 enable;
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union {
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BitField<0, 16, u32> min_x;
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@ -581,9 +585,11 @@ public:
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BitField<0, 16, u32> min_y;
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BitField<16, 16, u32> max_y;
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};
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} scissor_test;
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u32 fill;
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};
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std::array<ScissorTest, NumViewports> scissor_test;
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INSERT_PADDING_WORDS(0x52);
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INSERT_PADDING_WORDS(0x15);
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s32 stencil_back_func_ref;
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u32 stencil_back_mask;
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@ -1100,8 +1106,8 @@ private:
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ASSERT_REG_POSITION(macros, 0x45);
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ASSERT_REG_POSITION(tfb_enabled, 0x1D1);
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ASSERT_REG_POSITION(rt, 0x200);
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ASSERT_REG_POSITION(viewport_transform[0], 0x280);
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ASSERT_REG_POSITION(viewport, 0x300);
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ASSERT_REG_POSITION(viewport_transform, 0x280);
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ASSERT_REG_POSITION(viewports, 0x300);
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ASSERT_REG_POSITION(vertex_buffer, 0x35D);
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ASSERT_REG_POSITION(clear_color[0], 0x360);
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ASSERT_REG_POSITION(clear_depth, 0x364);
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@ -642,7 +642,7 @@ void RasterizerOpenGL::DrawArrays() {
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params.DispatchDraw();
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// Disable scissor test
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state.scissor.enabled = false;
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state.viewports[0].scissor.enabled = false;
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accelerate_draw = AccelDraw::Disabled;
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@ -923,15 +923,15 @@ u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, Shader& shader,
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void RasterizerOpenGL::SyncViewport(OpenGLState& current_state) {
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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for (size_t i = 0; i < Tegra::Engines::Maxwell3D::Regs::NumRenderTargets; i++) {
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for (size_t i = 0; i < Tegra::Engines::Maxwell3D::Regs::NumViewports; i++) {
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const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[i].GetRect()};
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auto& viewport = current_state.viewports[i];
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viewport.x = viewport_rect.left;
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viewport.y = viewport_rect.bottom;
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viewport.width = static_cast<GLfloat>(viewport_rect.GetWidth());
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viewport.height = static_cast<GLfloat>(viewport_rect.GetHeight());
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viewport.depth_range_far = regs.viewport[i].depth_range_far;
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viewport.depth_range_near = regs.viewport[i].depth_range_near;
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viewport.depth_range_far = regs.viewports[i].depth_range_far;
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viewport.depth_range_near = regs.viewports[i].depth_range_near;
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}
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}
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@ -1079,7 +1079,6 @@ void RasterizerOpenGL::SyncBlendState() {
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void RasterizerOpenGL::SyncLogicOpState() {
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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// TODO(Subv): Support more than just render target 0.
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state.logic_op.enabled = regs.logic_op.enable != 0;
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if (!state.logic_op.enabled)
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@ -1092,19 +1091,21 @@ void RasterizerOpenGL::SyncLogicOpState() {
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}
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void RasterizerOpenGL::SyncScissorTest() {
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// TODO: what is the correct behavior here, a single scissor for all targets
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// or scissor disabled for the rest of the targets?
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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state.scissor.enabled = (regs.scissor_test.enable != 0);
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if (regs.scissor_test.enable == 0) {
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return;
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for (size_t i = 0; i < Tegra::Engines::Maxwell3D::Regs::NumViewports; i++) {
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const auto& src = regs.scissor_test[i];
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auto& dst = state.viewports[i].scissor;
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dst.enabled = (src.enable != 0);
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if (dst.enabled == 0) {
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return;
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}
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const u32 width = src.max_x - src.min_x;
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const u32 height = src.max_y - src.min_y;
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dst.x = src.min_x;
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dst.y = src.min_y;
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dst.width = width;
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dst.height = height;
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}
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const u32 width = regs.scissor_test.max_x - regs.scissor_test.min_x;
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const u32 height = regs.scissor_test.max_y - regs.scissor_test.min_y;
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state.scissor.x = regs.scissor_test.min_x;
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state.scissor.y = regs.scissor_test.min_y;
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state.scissor.width = width;
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state.scissor.height = height;
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}
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void RasterizerOpenGL::SyncTransformFeedback() {
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@ -67,6 +67,7 @@ public:
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glUseProgramStages(pipeline.handle, GL_FRAGMENT_SHADER_BIT, fs);
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state.draw.shader_program = 0;
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state.draw.program_pipeline = pipeline.handle;
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state.geometry_shaders.enabled = (gs != 0);
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}
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private:
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@ -14,6 +14,7 @@ OpenGLState OpenGLState::cur_state;
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bool OpenGLState::s_rgb_used;
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OpenGLState::OpenGLState() {
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// These all match default OpenGL values
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geometry_shaders.enabled = false;
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framebuffer_srgb.enabled = false;
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cull.enabled = false;
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cull.mode = GL_BACK;
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@ -50,12 +51,12 @@ OpenGLState::OpenGLState() {
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item.height = 0;
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item.depth_range_near = 0.0f;
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item.depth_range_far = 1.0f;
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item.scissor.enabled = false;
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item.scissor.x = 0;
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item.scissor.y = 0;
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item.scissor.width = 0;
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item.scissor.height = 0;
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}
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scissor.enabled = false;
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scissor.x = 0;
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scissor.y = 0;
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scissor.width = 0;
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scissor.height = 0;
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for (auto& item : blend) {
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item.enabled = true;
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item.rgb_equation = GL_FUNC_ADD;
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@ -136,7 +137,7 @@ void OpenGLState::ApplyCulling() const {
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}
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void OpenGLState::ApplyColorMask() const {
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if (GLAD_GL_ARB_viewport_array) {
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if (GLAD_GL_ARB_viewport_array && independant_blend.enabled) {
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for (size_t i = 0; i < Tegra::Engines::Maxwell3D::Regs::NumRenderTargets; i++) {
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const auto& updated = color_mask[i];
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const auto& current = cur_state.color_mask[i];
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@ -230,26 +231,10 @@ void OpenGLState::ApplyStencilTest() const {
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}
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}
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void OpenGLState::ApplyScissor() const {
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const bool scissor_changed = scissor.enabled != cur_state.scissor.enabled;
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if (scissor_changed) {
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if (scissor.enabled) {
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glEnable(GL_SCISSOR_TEST);
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} else {
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glDisable(GL_SCISSOR_TEST);
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}
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}
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if (scissor.enabled &&
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(scissor_changed || scissor.x != cur_state.scissor.x || scissor.y != cur_state.scissor.y ||
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scissor.width != cur_state.scissor.width || scissor.height != cur_state.scissor.height)) {
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glScissor(scissor.x, scissor.y, scissor.width, scissor.height);
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}
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}
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void OpenGLState::ApplyViewport() const {
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if (GLAD_GL_ARB_viewport_array) {
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for (GLuint i = 0;
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i < static_cast<GLuint>(Tegra::Engines::Maxwell3D::Regs::NumRenderTargets); i++) {
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if (GLAD_GL_ARB_viewport_array && geometry_shaders.enabled) {
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for (GLuint i = 0; i < static_cast<GLuint>(Tegra::Engines::Maxwell3D::Regs::NumViewports);
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i++) {
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const auto& current = cur_state.viewports[i];
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const auto& updated = viewports[i];
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if (updated.x != current.x || updated.y != current.y ||
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@ -260,6 +245,22 @@ void OpenGLState::ApplyViewport() const {
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updated.depth_range_far != current.depth_range_far) {
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glDepthRangeIndexed(i, updated.depth_range_near, updated.depth_range_far);
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}
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const bool scissor_changed = updated.scissor.enabled != current.scissor.enabled;
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if (scissor_changed) {
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if (updated.scissor.enabled) {
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glEnablei(GL_SCISSOR_TEST, i);
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} else {
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glDisablei(GL_SCISSOR_TEST, i);
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}
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}
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if (updated.scissor.enabled &&
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(scissor_changed || updated.scissor.x != current.scissor.x ||
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updated.scissor.y != current.scissor.y ||
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updated.scissor.width != current.scissor.width ||
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updated.scissor.height != current.scissor.height)) {
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glScissorIndexed(i, updated.scissor.x, updated.scissor.y, updated.scissor.width,
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updated.scissor.height);
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}
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}
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} else {
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const auto& current = cur_state.viewports[0];
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@ -273,6 +274,21 @@ void OpenGLState::ApplyViewport() const {
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updated.depth_range_far != current.depth_range_far) {
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glDepthRange(updated.depth_range_near, updated.depth_range_far);
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}
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const bool scissor_changed = updated.scissor.enabled != current.scissor.enabled;
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if (scissor_changed) {
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if (updated.scissor.enabled) {
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glEnable(GL_SCISSOR_TEST);
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} else {
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glDisable(GL_SCISSOR_TEST);
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}
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}
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if (updated.scissor.enabled && (scissor_changed || updated.scissor.x != current.scissor.x ||
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updated.scissor.y != current.scissor.y ||
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updated.scissor.width != current.scissor.width ||
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updated.scissor.height != current.scissor.height)) {
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glScissor(updated.scissor.x, updated.scissor.y, updated.scissor.width,
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updated.scissor.height);
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}
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}
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}
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@ -483,7 +499,6 @@ void OpenGLState::Apply() const {
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}
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ApplyColorMask();
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ApplyViewport();
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ApplyScissor();
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ApplyStencilTest();
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ApplySRgb();
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ApplyCulling();
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@ -39,6 +39,10 @@ public:
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bool enabled; // GL_FRAMEBUFFER_SRGB
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} framebuffer_srgb;
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struct {
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bool enabled; // viewports arrays are only supported when geometry shaders are enabled.
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} geometry_shaders;
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struct {
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bool enabled; // GL_CULL_FACE
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GLenum mode; // GL_CULL_FACE_MODE
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@ -150,16 +154,15 @@ public:
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GLfloat height;
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GLfloat depth_range_near; // GL_DEPTH_RANGE
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GLfloat depth_range_far; // GL_DEPTH_RANGE
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struct {
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bool enabled; // GL_SCISSOR_TEST
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GLint x;
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GLint y;
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GLsizei width;
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GLsizei height;
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} scissor;
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};
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std::array<viewport, Tegra::Engines::Maxwell3D::Regs::NumRenderTargets> viewports;
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struct {
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bool enabled; // GL_SCISSOR_TEST
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GLint x;
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GLint y;
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GLsizei width;
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GLsizei height;
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} scissor;
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std::array<viewport, Tegra::Engines::Maxwell3D::Regs::NumViewports> viewports;
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struct {
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float size; // GL_POINT_SIZE
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@ -214,7 +217,6 @@ private:
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void ApplyLogicOp() const;
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void ApplyTextures() const;
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void ApplySamplers() const;
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void ApplyScissor() const;
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};
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} // namespace OpenGL
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