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

@ -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);