1
0
Fork 0
mirror of https://github.com/Ryujinx/Ryujinx.git synced 2024-11-26 14:02:03 +00:00

Fixed Scissor Test on Intel based GPUs (#595)

* Reworked scissor tests to remove fixme and handle issues with intel gpu's

* Error handling for scissor tests

* Disable strict opengl by default

* Reformatting for JD

* Updated scheme for new property in config

* Fixed typo

* Moved magic value to constant. I liked the magic :(

* Fixed ordering for undertale

* Fixed undertale bug

* Removed strict opengl in favour of required. With this an exception is no longer thrown, just a warning for required extensions

* Uses clamp instead of if's

* Removed evil tabs and no longer used include
This commit is contained in:
BaronKiko 2019-03-02 10:50:21 +00:00 committed by jduncanator
parent dbc105eafb
commit 0973daefa1
6 changed files with 171 additions and 73 deletions

View file

@ -3,6 +3,7 @@
public interface IGalPipeline
{
void Bind(GalPipelineState State);
void Unbind(GalPipelineState State);
void ResetDepthMask();
void ResetColorMask(int Index);

View file

@ -1,19 +1,23 @@
using OpenTK.Graphics.OpenGL;
using Ryujinx.Common.Logging;
using System;
namespace Ryujinx.Graphics.Gal.OpenGL
{
static class OGLExtension
{
// Private lazy backing variables
private static Lazy<bool> s_EnhancedLayouts = new Lazy<bool>(() => HasExtension("GL_ARB_enhanced_layouts"));
private static Lazy<bool> s_TextureMirrorClamp = new Lazy<bool>(() => HasExtension("GL_EXT_texture_mirror_clamp"));
private static Lazy<bool> s_ViewportArray = new Lazy<bool>(() => HasExtension("GL_ARB_viewport_array"));
private static Lazy<bool> s_NvidiaDriver = new Lazy<bool>(() => IsNvidiaDriver());
// Public accessors
public static bool EnhancedLayouts => s_EnhancedLayouts.Value;
public static bool TextureMirrorClamp => s_TextureMirrorClamp.Value;
public static bool ViewportArray => s_ViewportArray.Value;
public static bool NvidiaDrvier => s_NvidiaDriver.Value;
private static bool HasExtension(string Name)
@ -28,11 +32,39 @@ namespace Ryujinx.Graphics.Gal.OpenGL
}
}
Logger.PrintInfo(LogClass.Gpu, $"OpenGL extension {Name} unavailable. You may experience some performance degredation");
return false;
}
private static bool IsNvidiaDriver() {
private static bool IsNvidiaDriver()
{
return GL.GetString(StringName.Vendor).Equals("NVIDIA Corporation");
}
public static class Required
{
// Public accessors
public static bool EnhancedLayouts => s_EnhancedLayoutsRequired.Value;
public static bool TextureMirrorClamp => s_TextureMirrorClampRequired.Value;
public static bool ViewportArray => s_ViewportArrayRequired.Value;
// Private lazy backing variables
private static Lazy<bool> s_EnhancedLayoutsRequired = new Lazy<bool>(() => HasExtensionRequired(OGLExtension.EnhancedLayouts, "GL_ARB_enhanced_layouts"));
private static Lazy<bool> s_TextureMirrorClampRequired = new Lazy<bool>(() => HasExtensionRequired(OGLExtension.TextureMirrorClamp, "GL_EXT_texture_mirror_clamp"));
private static Lazy<bool> s_ViewportArrayRequired = new Lazy<bool>(() => HasExtensionRequired(OGLExtension.ViewportArray, "GL_ARB_viewport_array"));
private static bool HasExtensionRequired(bool Value, string Name)
{
if (Value)
{
return true;
}
Logger.PrintWarning(LogClass.Gpu, $"Required OpenGL extension {Name} unavailable. You may experience some rendering issues");
return false;
}
}
}
}
}

View file

@ -270,47 +270,52 @@ namespace Ryujinx.Graphics.Gal.OpenGL
// Scissor Test
bool forceUpdate;
for (int Index = 0; Index < New.ScissorTestCount; Index++)
// All scissor test are disabled before drawing final framebuffer to screen so we don't need to handle disabling
// Skip if there are no scissor tests to enable
if (New.ScissorTestCount != 0)
{
forceUpdate = false;
int scissorsApplied = 0;
bool applyToAll = false;
if (New.ScissorTestEnabled[Index])
for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
{
// If there is only 1 scissor test, geometry shaders are disabled so the scissor test applies to all viewports
if (New.ScissorTestCount == 1)
if (New.ScissorTestEnabled[Index])
{
GL.Enable(EnableCap.ScissorTest);
}
else
{
GL.Enable(IndexedEnableCap.ScissorTest, Index);
}
forceUpdate = true;
}
else
{
GL.Disable(IndexedEnableCap.ScissorTest, Index);
}
// If viewport arrays are unavailable apply first scissor test to all or
// there is only 1 scissor test and it's the first, the scissor test applies to all viewports
if (!OGLExtension.Required.ViewportArray || (Index == 0 && New.ScissorTestCount == 1))
{
GL.Enable(EnableCap.ScissorTest);
applyToAll = true;
}
else
{
GL.Enable(IndexedEnableCap.ScissorTest, Index);
}
if (New.ScissorTestEnabled[Index] &&
(New.ScissorTestX[Index] != Old.ScissorTestX[Index] ||
New.ScissorTestY[Index] != Old.ScissorTestY[Index] ||
New.ScissorTestWidth[Index] != Old.ScissorTestWidth[Index] ||
New.ScissorTestHeight[Index] != Old.ScissorTestHeight[Index] ||
forceUpdate)) // Force update intentionally last to reduce if comparisons
{
// If there is only 1 scissor test geometry shaders are disables so the scissor test applies to all viewports
if (New.ScissorTestCount == 1)
{
GL.Scissor(New.ScissorTestX[Index], New.ScissorTestY[Index],
New.ScissorTestWidth[Index], New.ScissorTestHeight[Index]);
}
else
{
GL.ScissorIndexed(Index, New.ScissorTestX[Index], New.ScissorTestY[Index],
New.ScissorTestWidth[Index], New.ScissorTestHeight[Index]);
if (New.ScissorTestEnabled[Index] != Old.ScissorTestEnabled[Index] ||
New.ScissorTestX[Index] != Old.ScissorTestX[Index] ||
New.ScissorTestY[Index] != Old.ScissorTestY[Index] ||
New.ScissorTestWidth[Index] != Old.ScissorTestWidth[Index] ||
New.ScissorTestHeight[Index] != Old.ScissorTestHeight[Index])
{
if (applyToAll)
{
GL.Scissor(New.ScissorTestX[Index], New.ScissorTestY[Index],
New.ScissorTestWidth[Index], New.ScissorTestHeight[Index]);
}
else
{
GL.ScissorIndexed(Index, New.ScissorTestX[Index], New.ScissorTestY[Index],
New.ScissorTestWidth[Index], New.ScissorTestHeight[Index]);
}
}
// If all scissor tests have been applied, or viewport arrays are unavailable we can skip remaining itterations
if (!OGLExtension.Required.ViewportArray || ++scissorsApplied == New.ScissorTestCount)
{
break;
}
}
}
}
@ -378,6 +383,14 @@ namespace Ryujinx.Graphics.Gal.OpenGL
Old = New;
}
public void Unbind(GalPipelineState State)
{
if (State.ScissorTestCount > 0)
{
GL.Disable(EnableCap.ScissorTest);
}
}
private void SetAllBlendState(BlendState New)
{
Enable(EnableCap.Blend, New.Enabled);

View file

@ -367,9 +367,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.Disable(EnableCap.FramebufferSrgb);
// Will be re-enabled if needed while binding, called before any game GL calls
GL.Disable(EnableCap.ScissorTest);
GL.BlitFramebuffer(
SrcX0,
SrcY0,

View file

@ -25,7 +25,12 @@ namespace Ryujinx.Graphics.Graphics3d
private ConstBuffer[][] ConstBuffers;
// Height kept for flipping y axis
// Viewport dimensions kept for scissor test limits
private int ViewportX0 = 0;
private int ViewportY0 = 0;
private int ViewportX1 = 0;
private int ViewportY1 = 0;
private int ViewportWidth = 0;
private int ViewportHeight = 0;
private int CurrentInstance = 0;
@ -98,7 +103,14 @@ namespace Ryujinx.Graphics.Graphics3d
GalPipelineState State = new GalPipelineState();
// Framebuffer must be run configured because viewport dimensions may be used in other methods
SetFrameBuffer(State);
for (int FbIndex = 0; FbIndex < 8; FbIndex++)
{
SetFrameBuffer(Vmm, FbIndex);
}
SetFrontFace(State);
SetCullFace(State);
SetDepth(State);
@ -108,11 +120,6 @@ namespace Ryujinx.Graphics.Graphics3d
SetColorMask(State);
SetPrimitiveRestart(State);
for (int FbIndex = 0; FbIndex < 8; FbIndex++)
{
SetFrameBuffer(Vmm, FbIndex);
}
SetZeta(Vmm);
SetRenderTargets();
@ -207,11 +214,11 @@ namespace Ryujinx.Graphics.Graphics3d
float SX = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNScaleX + FbIndex * 8);
float SY = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNScaleY + FbIndex * 8);
int VpX = (int)MathF.Max(0, TX - MathF.Abs(SX));
int VpY = (int)MathF.Max(0, TY - MathF.Abs(SY));
ViewportX0 = (int)MathF.Max(0, TX - MathF.Abs(SX));
ViewportY0 = (int)MathF.Max(0, TY - MathF.Abs(SY));
int VpW = (int)(TX + MathF.Abs(SX)) - VpX;
int VpH = (int)(TY + MathF.Abs(SY)) - VpY;
ViewportX1 = (int)(TX + MathF.Abs(SX));
ViewportY1 = (int)(TY + MathF.Abs(SY));
GalImageFormat Format = ImageUtils.ConvertSurface((GalSurfaceFormat)SurfFormat);
@ -219,9 +226,7 @@ namespace Ryujinx.Graphics.Graphics3d
Gpu.ResourceManager.SendColorBuffer(Vmm, Key, FbIndex, Image);
ViewportHeight = VpH;
Gpu.Renderer.RenderTarget.SetViewport(FbIndex, VpX, VpY, VpW, VpH);
Gpu.Renderer.RenderTarget.SetViewport(FbIndex, ViewportX0, ViewportY0, ViewportX1 - ViewportX0, ViewportY1 - ViewportY0);
}
private void SetFrameBuffer(GalPipelineState State)
@ -423,38 +428,83 @@ namespace Ryujinx.Graphics.Graphics3d
private void SetScissor(GalPipelineState State)
{
// FIXME: Stubbed, only the first scissor test is valid without a geometry shader loaded. At time of writing geometry shaders are also stubbed.
// Once geometry shaders are fixed it should be equal to GalPipelineState.RenderTargetCount when shader loaded, otherwise equal to 1
State.ScissorTestCount = 1;
int count = 0;
for (int Index = 0; Index < State.ScissorTestCount; Index++)
for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
{
State.ScissorTestEnabled[Index] = ReadRegisterBool(NvGpuEngine3dReg.ScissorEnable + Index * 4);
if (State.ScissorTestEnabled[Index])
{
uint ScissorHorizontal = (uint)ReadRegister(NvGpuEngine3dReg.ScissorHorizontal + Index * 4);
uint ScissorVertical = (uint)ReadRegister(NvGpuEngine3dReg.ScissorVertical + Index * 4);
uint ScissorHorizontal = (uint)ReadRegister(NvGpuEngine3dReg.ScissorHorizontal + Index * 4);
uint ScissorVertical = (uint)ReadRegister(NvGpuEngine3dReg.ScissorVertical + Index * 4);
State.ScissorTestX[Index] = (int)((ScissorHorizontal & 0xFFFF) * State.FlipX); // X, lower 16 bits
State.ScissorTestWidth[Index] = (int)((ScissorHorizontal >> 16) * State.FlipX) - State.ScissorTestX[Index]; // Width, right side is upper 16 bits
int left = (int)(ScissorHorizontal & 0xFFFF); // Left, lower 16 bits
int right = (int)(ScissorHorizontal >> 16); // Right, upper 16 bits
State.ScissorTestY[Index] = (int)((ScissorVertical & 0xFFFF)); // Y, lower 16 bits
State.ScissorTestHeight[Index] = (int)((ScissorVertical >> 16)) - State.ScissorTestY[Index]; // Height, top side is upper 16 bits
int bottom = (int)(ScissorVertical & 0xFFFF); // Bottom, lower 16 bits
int top = (int)(ScissorVertical >> 16); // Top, upper 16 bits
// Y coordinates may have to be flipped
if ((int)State.FlipY == -1)
int width = Math.Abs(right - left);
int height = Math.Abs(top - bottom);
// If the scissor test covers the whole possible viewport, i.e. uninititalized, disable scissor test
if ((width > NvGpu.MaxViewportSize && height > NvGpu.MaxViewportSize) || width <= 0 || height <= 0)
{
State.ScissorTestY[Index] = ViewportHeight - State.ScissorTestY[Index] - State.ScissorTestHeight[Index];
// Handle negative viewpont coordinate
if (State.ScissorTestY[Index] < 0)
{
State.ScissorTestY[Index] = 0;
}
State.ScissorTestEnabled[Index] = false;
continue;
}
// Keep track of how many scissor tests are active.
// If only 1, and it's the first user should apply to all viewports
count++;
// Flip X
if (State.FlipX == -1)
{
left = ViewportX1 - (left - ViewportX0);
right = ViewportX1 - (right - ViewportX0);
}
// Ensure X is in the right order
if (left > right)
{
int temp = left;
left = right;
right = temp;
}
// Flip Y
if (State.FlipY == -1)
{
bottom = ViewportY1 - (bottom - ViewportY0);
top = ViewportY1 - (top - ViewportY0);
}
// Ensure Y is in the right order
if (bottom > top)
{
int temp = top;
top = bottom;
bottom = temp;
}
// Handle out of active viewport dimensions
left = Math.Clamp(left, ViewportX0, ViewportX1);
right = Math.Clamp(right, ViewportX0, ViewportX1);
top = Math.Clamp(top, ViewportY0, ViewportY1);
bottom = Math.Clamp(bottom, ViewportY0, ViewportY1);
// Save values to state
State.ScissorTestX[Index] = left;
State.ScissorTestY[Index] = bottom;
State.ScissorTestWidth[Index] = right - left;
State.ScissorTestHeight[Index] = top - bottom;
}
}
State.ScissorTestCount = count;
}
private void SetBlending(GalPipelineState State)
@ -997,6 +1047,9 @@ namespace Ryujinx.Graphics.Graphics3d
Gpu.Renderer.Rasterizer.DrawArrays(VertexFirst, VertexCount, PrimType);
}
// Reset pipeline for host OpenGL calls
Gpu.Renderer.Pipeline.Unbind(State);
//Is the GPU really clearing those registers after draw?
WriteRegister(NvGpuEngine3dReg.IndexBatchFirst, 0);
WriteRegister(NvGpuEngine3dReg.IndexBatchCount, 0);

View file

@ -8,6 +8,8 @@ namespace Ryujinx.Graphics
{
public class NvGpu
{
public const int MaxViewportSize = 0x3FFF;
public IGalRenderer Renderer { get; private set; }
public GpuResourceManager ResourceManager { get; private set; }