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https://github.com/yuzu-emu/yuzu.git
synced 2024-12-27 09:30:04 +00:00
gl_rasterizer: Emulate viewport flipping with ARB_clip_control
Emulates negative y viewports with ARB_clip_control. This allows us to more easily emulated pipelines with tessellation and/or geometry shader stages. It also avoids corrupting games with transform feedbacks and negative viewports (gl_Position.y was being modified).
This commit is contained in:
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c414ebaa9c
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@ -257,10 +257,8 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
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continue;
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continue;
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}
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}
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const std::size_t stage{index == 0 ? 0 : index - 1}; // Stage indices are 0 - 5
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GLShader::MaxwellUniformData ubo{};
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GLShader::MaxwellUniformData ubo{};
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ubo.SetFromRegs(gpu, stage);
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ubo.SetFromRegs(gpu);
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const auto [buffer, offset] =
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const auto [buffer, offset] =
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buffer_cache.UploadHostMemory(&ubo, sizeof(ubo), device.GetUniformBufferAlignment());
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buffer_cache.UploadHostMemory(&ubo, sizeof(ubo), device.GetUniformBufferAlignment());
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@ -269,10 +267,11 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
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Shader shader{shader_cache.GetStageProgram(program)};
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Shader shader{shader_cache.GetStageProgram(program)};
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const auto stage_enum = static_cast<Maxwell::ShaderStage>(stage);
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// Stage indices are 0 - 5
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SetupDrawConstBuffers(stage_enum, shader);
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const auto stage = static_cast<Maxwell::ShaderStage>(index == 0 ? 0 : index - 1);
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SetupDrawGlobalMemory(stage_enum, shader);
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SetupDrawConstBuffers(stage, shader);
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const auto texture_buffer_usage{SetupDrawTextures(stage_enum, shader, base_bindings)};
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SetupDrawGlobalMemory(stage, shader);
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const auto texture_buffer_usage{SetupDrawTextures(stage, shader, base_bindings)};
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const ProgramVariant variant{base_bindings, primitive_mode, texture_buffer_usage};
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const ProgramVariant variant{base_bindings, primitive_mode, texture_buffer_usage};
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const auto [program_handle, next_bindings] = shader->GetProgramHandle(variant);
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const auto [program_handle, next_bindings] = shader->GetProgramHandle(variant);
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@ -1055,6 +1054,15 @@ void RasterizerOpenGL::SyncViewport(OpenGLState& current_state) {
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}
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}
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state.depth_clamp.far_plane = regs.view_volume_clip_control.depth_clamp_far != 0;
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state.depth_clamp.far_plane = regs.view_volume_clip_control.depth_clamp_far != 0;
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state.depth_clamp.near_plane = regs.view_volume_clip_control.depth_clamp_near != 0;
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state.depth_clamp.near_plane = regs.view_volume_clip_control.depth_clamp_near != 0;
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bool flip_y = false;
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if (regs.viewport_transform[0].scale_y < 0.0) {
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flip_y = !flip_y;
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}
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if (regs.screen_y_control.y_negate != 0) {
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flip_y = !flip_y;
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}
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state.clip_control.origin = flip_y ? GL_UPPER_LEFT : GL_LOWER_LEFT;
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}
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}
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void RasterizerOpenGL::SyncClipEnabled(
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void RasterizerOpenGL::SyncClipEnabled(
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@ -1077,26 +1085,24 @@ void RasterizerOpenGL::SyncClipCoef() {
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}
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}
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void RasterizerOpenGL::SyncCullMode() {
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void RasterizerOpenGL::SyncCullMode() {
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auto& maxwell3d = system.GPU().Maxwell3D();
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const auto& regs = system.GPU().Maxwell3D().regs;
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const auto& regs = maxwell3d.regs;
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state.cull.enabled = regs.cull.enabled != 0;
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state.cull.enabled = regs.cull.enabled != 0;
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if (state.cull.enabled) {
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if (state.cull.enabled) {
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state.cull.front_face = MaxwellToGL::FrontFace(regs.cull.front_face);
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state.cull.mode = MaxwellToGL::CullFace(regs.cull.cull_face);
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state.cull.mode = MaxwellToGL::CullFace(regs.cull.cull_face);
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}
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const bool flip_triangles{regs.screen_y_control.triangle_rast_flip == 0 ||
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state.cull.front_face = MaxwellToGL::FrontFace(regs.cull.front_face);
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regs.viewport_transform[0].scale_y < 0.0f};
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// If the GPU is configured to flip the rasterized triangles, then we need to flip the
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// If the GPU is configured to flip the rasterized triangles, then we need to flip the
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// notion of front and back. Note: We flip the triangles when the value of the register is 0
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// notion of front and back.
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// because OpenGL already does it for us.
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const bool flip_triangles{regs.screen_y_control.triangle_rast_flip != 0 &&
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if (flip_triangles) {
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regs.viewport_transform[0].scale_y > 0.0f};
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if (state.cull.front_face == GL_CCW)
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if (flip_triangles) {
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state.cull.front_face = GL_CW;
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if (state.cull.front_face == GL_CCW) {
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else if (state.cull.front_face == GL_CW)
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state.cull.front_face = GL_CW;
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state.cull.front_face = GL_CCW;
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} else if (state.cull.front_face == GL_CW) {
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state.cull.front_face = GL_CCW;
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}
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}
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}
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}
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}
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}
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@ -1872,10 +1872,6 @@ private:
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Expression EmitVertex(Operation operation) {
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Expression EmitVertex(Operation operation) {
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ASSERT_MSG(stage == ProgramType::Geometry,
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ASSERT_MSG(stage == ProgramType::Geometry,
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"EmitVertex is expected to be used in a geometry shader.");
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"EmitVertex is expected to be used in a geometry shader.");
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// If a geometry shader is attached, it will always flip (it's the last stage before
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// fragment). For more info about flipping, refer to gl_shader_gen.cpp.
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code.AddLine("gl_Position.xy *= viewport_flip.xy;");
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code.AddLine("EmitVertex();");
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code.AddLine("EmitVertex();");
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return {};
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return {};
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}
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}
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@ -1883,14 +1879,12 @@ private:
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Expression EndPrimitive(Operation operation) {
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Expression EndPrimitive(Operation operation) {
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ASSERT_MSG(stage == ProgramType::Geometry,
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ASSERT_MSG(stage == ProgramType::Geometry,
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"EndPrimitive is expected to be used in a geometry shader.");
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"EndPrimitive is expected to be used in a geometry shader.");
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code.AddLine("EndPrimitive();");
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code.AddLine("EndPrimitive();");
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return {};
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return {};
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}
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}
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Expression YNegate(Operation operation) {
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Expression YNegate(Operation operation) {
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// Config pack's third value is Y_NEGATE's state.
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return {"y_negate", Type::Float};
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return {"config_pack[2]", Type::Uint};
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}
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}
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template <u32 element>
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template <u32 element>
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@ -20,8 +20,7 @@ std::string GenerateVertexShader(const Device& device, const ShaderIR& ir, const
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std::string out = GetCommonDeclarations();
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std::string out = GetCommonDeclarations();
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out += R"(
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out += R"(
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layout (std140, binding = EMULATION_UBO_BINDING) uniform vs_config {
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layout (std140, binding = EMULATION_UBO_BINDING) uniform vs_config {
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vec4 viewport_flip;
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float y_direction;
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uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
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};
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};
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)";
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)";
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@ -35,23 +34,10 @@ layout (std140, binding = EMULATION_UBO_BINDING) uniform vs_config {
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void main() {
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void main() {
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execute_vertex();
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execute_vertex();
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)";
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)";
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if (ir_b) {
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if (ir_b) {
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out += " execute_vertex_b();";
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out += " execute_vertex_b();";
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}
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}
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out += "}\n";
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out += R"(
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// Set Position Y direction
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gl_Position.y *= utof(config_pack[2]);
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// Check if the flip stage is VertexB
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// Config pack's second value is flip_stage
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if (config_pack[1] == 1) {
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// Viewport can be flipped, which is unsupported by glViewport
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gl_Position.xy *= viewport_flip.xy;
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}
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}
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)";
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return out;
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return out;
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}
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}
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@ -59,8 +45,7 @@ std::string GenerateGeometryShader(const Device& device, const ShaderIR& ir) {
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std::string out = GetCommonDeclarations();
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std::string out = GetCommonDeclarations();
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out += R"(
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out += R"(
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layout (std140, binding = EMULATION_UBO_BINDING) uniform gs_config {
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layout (std140, binding = EMULATION_UBO_BINDING) uniform gs_config {
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vec4 viewport_flip;
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float y_direction;
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uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
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};
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};
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)";
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)";
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@ -87,8 +72,7 @@ layout (location = 6) out vec4 FragColor6;
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layout (location = 7) out vec4 FragColor7;
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layout (location = 7) out vec4 FragColor7;
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layout (std140, binding = EMULATION_UBO_BINDING) uniform fs_config {
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layout (std140, binding = EMULATION_UBO_BINDING) uniform fs_config {
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vec4 viewport_flip;
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float y_direction;
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uvec4 config_pack; // instance_id, flip_stage, y_direction, padding
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};
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};
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)";
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)";
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@ -40,27 +40,12 @@ void ProgramManager::UpdatePipeline() {
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old_state = current_state;
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old_state = current_state;
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}
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}
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void MaxwellUniformData::SetFromRegs(const Maxwell3D& maxwell, std::size_t shader_stage) {
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void MaxwellUniformData::SetFromRegs(const Maxwell3D& maxwell) {
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const auto& regs = maxwell.regs;
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const auto& regs = maxwell.regs;
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const auto& state = maxwell.state;
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const auto& state = maxwell.state;
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// TODO(bunnei): Support more than one viewport
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viewport_flip[0] = regs.viewport_transform[0].scale_x < 0.0 ? -1.0f : 1.0f;
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viewport_flip[1] = regs.viewport_transform[0].scale_y < 0.0 ? -1.0f : 1.0f;
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instance_id = state.current_instance;
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// Assign in which stage the position has to be flipped
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// (the last stage before the fragment shader).
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constexpr u32 geometry_index = static_cast<u32>(Maxwell3D::Regs::ShaderProgram::Geometry);
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if (maxwell.regs.shader_config[geometry_index].enable) {
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flip_stage = geometry_index;
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} else {
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flip_stage = static_cast<u32>(Maxwell3D::Regs::ShaderProgram::VertexB);
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}
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// Y_NEGATE controls what value S2R returns for the Y_DIRECTION system value.
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// Y_NEGATE controls what value S2R returns for the Y_DIRECTION system value.
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y_direction = regs.screen_y_control.y_negate == 0 ? 1.f : -1.f;
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y_direction = regs.screen_y_control.y_negate == 0 ? 1.0f : -1.0f;
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}
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}
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} // namespace OpenGL::GLShader
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} // namespace OpenGL::GLShader
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@ -18,17 +18,12 @@ namespace OpenGL::GLShader {
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/// @note Always keep a vec4 at the end. The GL spec is not clear whether the alignment at
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/// @note Always keep a vec4 at the end. The GL spec is not clear whether the alignment at
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/// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
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/// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
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/// Not following that rule will cause problems on some AMD drivers.
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/// Not following that rule will cause problems on some AMD drivers.
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struct MaxwellUniformData {
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struct alignas(16) MaxwellUniformData {
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void SetFromRegs(const Tegra::Engines::Maxwell3D& maxwell, std::size_t shader_stage);
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void SetFromRegs(const Tegra::Engines::Maxwell3D& maxwell);
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alignas(16) GLvec4 viewport_flip;
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GLfloat y_direction;
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struct alignas(16) {
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GLuint instance_id;
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GLuint flip_stage;
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GLfloat y_direction;
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};
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};
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};
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static_assert(sizeof(MaxwellUniformData) == 32, "MaxwellUniformData structure size is incorrect");
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static_assert(sizeof(MaxwellUniformData) == 16, "MaxwellUniformData structure size is incorrect");
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static_assert(sizeof(MaxwellUniformData) < 16384,
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static_assert(sizeof(MaxwellUniformData) < 16384,
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"MaxwellUniformData structure must be less than 16kb as per the OpenGL spec");
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"MaxwellUniformData structure must be less than 16kb as per the OpenGL spec");
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@ -410,6 +410,12 @@ void OpenGLState::ApplyAlphaTest() {
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}
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}
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}
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}
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void OpenGLState::ApplyClipControl() {
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if (UpdateValue(cur_state.clip_control.origin, clip_control.origin)) {
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glClipControl(clip_control.origin, GL_NEGATIVE_ONE_TO_ONE);
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}
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}
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void OpenGLState::ApplyTextures() {
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void OpenGLState::ApplyTextures() {
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if (const auto update = UpdateArray(cur_state.textures, textures)) {
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if (const auto update = UpdateArray(cur_state.textures, textures)) {
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glBindTextures(update->first, update->second, textures.data() + update->first);
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glBindTextures(update->first, update->second, textures.data() + update->first);
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@ -453,6 +459,7 @@ void OpenGLState::Apply() {
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ApplyImages();
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ApplyImages();
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ApplyPolygonOffset();
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ApplyPolygonOffset();
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ApplyAlphaTest();
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ApplyAlphaTest();
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ApplyClipControl();
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}
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}
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void OpenGLState::EmulateViewportWithScissor() {
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void OpenGLState::EmulateViewportWithScissor() {
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@ -146,6 +146,10 @@ public:
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std::array<bool, 8> clip_distance = {}; // GL_CLIP_DISTANCE
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std::array<bool, 8> clip_distance = {}; // GL_CLIP_DISTANCE
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struct {
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GLenum origin = GL_LOWER_LEFT;
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} clip_control;
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OpenGLState();
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OpenGLState();
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/// Get the currently active OpenGL state
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/// Get the currently active OpenGL state
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@ -182,6 +186,7 @@ public:
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void ApplyDepthClamp();
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void ApplyDepthClamp();
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void ApplyPolygonOffset();
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void ApplyPolygonOffset();
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void ApplyAlphaTest();
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void ApplyAlphaTest();
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void ApplyClipControl();
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/// Resets any references to the given resource
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/// Resets any references to the given resource
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OpenGLState& UnbindTexture(GLuint handle);
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OpenGLState& UnbindTexture(GLuint handle);
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@ -817,6 +817,9 @@ QStringList GMainWindow::GetUnsupportedGLExtensions() {
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if (!GLAD_GL_ARB_multi_bind) {
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if (!GLAD_GL_ARB_multi_bind) {
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unsupported_ext.append(QStringLiteral("ARB_multi_bind"));
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unsupported_ext.append(QStringLiteral("ARB_multi_bind"));
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}
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}
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if (!GLAD_GL_ARB_clip_control) {
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unsupported_ext.append(QStringLiteral("ARB_clip_control"));
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}
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// Extensions required to support some texture formats.
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// Extensions required to support some texture formats.
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if (!GLAD_GL_EXT_texture_compression_s3tc) {
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if (!GLAD_GL_EXT_texture_compression_s3tc) {
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@ -62,6 +62,8 @@ bool EmuWindow_SDL2_GL::SupportsRequiredGLExtensions() {
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unsupported_ext.push_back("ARB_texture_mirror_clamp_to_edge");
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unsupported_ext.push_back("ARB_texture_mirror_clamp_to_edge");
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if (!GLAD_GL_ARB_multi_bind)
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if (!GLAD_GL_ARB_multi_bind)
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unsupported_ext.push_back("ARB_multi_bind");
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unsupported_ext.push_back("ARB_multi_bind");
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if (!GLAD_GL_ARB_clip_control)
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unsupported_ext.push_back("ARB_clip_control");
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// Extensions required to support some texture formats.
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// Extensions required to support some texture formats.
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if (!GLAD_GL_EXT_texture_compression_s3tc)
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if (!GLAD_GL_EXT_texture_compression_s3tc)
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