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Scissor test implementation. Partially stubbed until geometry shaders… (#556)

* Scissor test implementation. Partially stubbed until geometry shaders are fixed

* Apply to all viewports when geometry shaders are disabled.

* Also apply enable cap to all viewports when geometry shaders are disabled

* Added fixme as per suggestion

Co-Authored-By: BaronKiko <BaronKiko@users.noreply.github.com>

* Apparently no alignment needed here.

* Comment on new line

* Correct height calculation
This commit is contained in:
BaronKiko 2019-01-13 21:26:42 +00:00 committed by emmauss
parent 8406ec6272
commit 0cd5ba03fe
4 changed files with 103 additions and 0 deletions

View file

@ -91,6 +91,13 @@
public GalStencilOp StencilFrontOpZPass;
public uint StencilFrontMask;
public int ScissorTestCount;
public bool[] ScissorTestEnabled;
public int[] ScissorTestX;
public int[] ScissorTestY;
public int[] ScissorTestWidth;
public int[] ScissorTestHeight;
public bool BlendIndependent;
public BlendState[] Blends;
@ -111,6 +118,12 @@
Blends = new BlendState[RenderTargetsCount];
ScissorTestEnabled = new bool[RenderTargetsCount];
ScissorTestY = new int[RenderTargetsCount];
ScissorTestX = new int[RenderTargetsCount];
ScissorTestWidth = new int[RenderTargetsCount];
ScissorTestHeight = new int[RenderTargetsCount];
ColorMasks = new ColorMaskState[RenderTargetsCount];
}
}

View file

@ -270,6 +270,57 @@ namespace Ryujinx.Graphics.Gal.OpenGL
}
}
// Scissor Test
bool forceUpdate;
for (int Index = 0; Index < New.ScissorTestCount; Index++)
{
forceUpdate = false;
if (New.ScissorTestEnabled[Index] != Old.ScissorTestEnabled[Index])
{
if (New.ScissorTestEnabled[Index])
{
// If there is only 1 scissor test geometry shaders are disables so the scissor test applies to all viewports
if (New.ScissorTestCount == 1)
{
GL.Enable(EnableCap.ScissorTest);
}
else
{
GL.Enable(IndexedEnableCap.ScissorTest, Index);
}
forceUpdate = true;
}
else
{
GL.Disable(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.BlendIndependent)
{
for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)

View file

@ -24,6 +24,9 @@ namespace Ryujinx.Graphics.Graphics3d
private ConstBuffer[][] ConstBuffers;
// Height kept for flipping y axis
private int ViewportHeight = 0;
private int CurrentInstance = 0;
public NvGpuEngine3d(NvGpu Gpu)
@ -97,6 +100,7 @@ namespace Ryujinx.Graphics.Graphics3d
SetCullFace(State);
SetDepth(State);
SetStencil(State);
SetScissor(State);
SetBlending(State);
SetColorMask(State);
SetPrimitiveRestart(State);
@ -208,6 +212,8 @@ namespace Ryujinx.Graphics.Graphics3d
Gpu.ResourceManager.SendColorBuffer(Vmm, Key, FbIndex, Image);
ViewportHeight = VpH;
Gpu.Renderer.RenderTarget.SetViewport(FbIndex, VpX, VpY, VpW, VpH);
}
@ -407,6 +413,36 @@ 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;
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);
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
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
// Y coordinates may have to be flipped
if ((int)State.FlipY == -1)
{
State.ScissorTestY[Index] = ViewportHeight - State.ScissorTestY[Index] - State.ScissorTestHeight[Index];
}
}
}
}
private void SetBlending(GalPipelineState State)
{
bool BlendIndependent = ReadRegisterBool(NvGpuEngine3dReg.BlendIndependent);

View file

@ -22,6 +22,9 @@ namespace Ryujinx.Graphics.Graphics3d
ClearNColor = 0x360,
ClearDepth = 0x364,
ClearStencil = 0x368,
ScissorEnable = 0x380,
ScissorHorizontal = 0x381,
ScissorVertical = 0x382,
StencilBackFuncRef = 0x3d5,
StencilBackMask = 0x3d6,
StencilBackFuncMask = 0x3d7,