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
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dbc105eafb
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0973daefa1
6 changed files with 171 additions and 73 deletions
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@ -25,7 +25,12 @@ namespace Ryujinx.Graphics.Graphics3d
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private ConstBuffer[][] ConstBuffers;
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// Height kept for flipping y axis
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// Viewport dimensions kept for scissor test limits
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private int ViewportX0 = 0;
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private int ViewportY0 = 0;
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private int ViewportX1 = 0;
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private int ViewportY1 = 0;
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private int ViewportWidth = 0;
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private int ViewportHeight = 0;
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private int CurrentInstance = 0;
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@ -98,7 +103,14 @@ namespace Ryujinx.Graphics.Graphics3d
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GalPipelineState State = new GalPipelineState();
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// Framebuffer must be run configured because viewport dimensions may be used in other methods
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SetFrameBuffer(State);
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for (int FbIndex = 0; FbIndex < 8; FbIndex++)
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{
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SetFrameBuffer(Vmm, FbIndex);
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}
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SetFrontFace(State);
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SetCullFace(State);
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SetDepth(State);
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@ -108,11 +120,6 @@ namespace Ryujinx.Graphics.Graphics3d
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SetColorMask(State);
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SetPrimitiveRestart(State);
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for (int FbIndex = 0; FbIndex < 8; FbIndex++)
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{
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SetFrameBuffer(Vmm, FbIndex);
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}
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SetZeta(Vmm);
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SetRenderTargets();
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@ -207,11 +214,11 @@ namespace Ryujinx.Graphics.Graphics3d
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float SX = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNScaleX + FbIndex * 8);
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float SY = ReadRegisterFloat(NvGpuEngine3dReg.ViewportNScaleY + FbIndex * 8);
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int VpX = (int)MathF.Max(0, TX - MathF.Abs(SX));
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int VpY = (int)MathF.Max(0, TY - MathF.Abs(SY));
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ViewportX0 = (int)MathF.Max(0, TX - MathF.Abs(SX));
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ViewportY0 = (int)MathF.Max(0, TY - MathF.Abs(SY));
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int VpW = (int)(TX + MathF.Abs(SX)) - VpX;
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int VpH = (int)(TY + MathF.Abs(SY)) - VpY;
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ViewportX1 = (int)(TX + MathF.Abs(SX));
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ViewportY1 = (int)(TY + MathF.Abs(SY));
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GalImageFormat Format = ImageUtils.ConvertSurface((GalSurfaceFormat)SurfFormat);
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@ -219,9 +226,7 @@ namespace Ryujinx.Graphics.Graphics3d
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Gpu.ResourceManager.SendColorBuffer(Vmm, Key, FbIndex, Image);
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ViewportHeight = VpH;
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Gpu.Renderer.RenderTarget.SetViewport(FbIndex, VpX, VpY, VpW, VpH);
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Gpu.Renderer.RenderTarget.SetViewport(FbIndex, ViewportX0, ViewportY0, ViewportX1 - ViewportX0, ViewportY1 - ViewportY0);
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}
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private void SetFrameBuffer(GalPipelineState State)
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@ -423,38 +428,83 @@ namespace Ryujinx.Graphics.Graphics3d
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private void SetScissor(GalPipelineState State)
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{
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// FIXME: Stubbed, only the first scissor test is valid without a geometry shader loaded. At time of writing geometry shaders are also stubbed.
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// Once geometry shaders are fixed it should be equal to GalPipelineState.RenderTargetCount when shader loaded, otherwise equal to 1
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State.ScissorTestCount = 1;
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int count = 0;
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for (int Index = 0; Index < State.ScissorTestCount; Index++)
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for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
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{
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State.ScissorTestEnabled[Index] = ReadRegisterBool(NvGpuEngine3dReg.ScissorEnable + Index * 4);
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if (State.ScissorTestEnabled[Index])
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{
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uint ScissorHorizontal = (uint)ReadRegister(NvGpuEngine3dReg.ScissorHorizontal + Index * 4);
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uint ScissorVertical = (uint)ReadRegister(NvGpuEngine3dReg.ScissorVertical + Index * 4);
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uint ScissorHorizontal = (uint)ReadRegister(NvGpuEngine3dReg.ScissorHorizontal + Index * 4);
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uint ScissorVertical = (uint)ReadRegister(NvGpuEngine3dReg.ScissorVertical + Index * 4);
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State.ScissorTestX[Index] = (int)((ScissorHorizontal & 0xFFFF) * State.FlipX); // X, lower 16 bits
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State.ScissorTestWidth[Index] = (int)((ScissorHorizontal >> 16) * State.FlipX) - State.ScissorTestX[Index]; // Width, right side is upper 16 bits
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int left = (int)(ScissorHorizontal & 0xFFFF); // Left, lower 16 bits
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int right = (int)(ScissorHorizontal >> 16); // Right, upper 16 bits
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State.ScissorTestY[Index] = (int)((ScissorVertical & 0xFFFF)); // Y, lower 16 bits
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State.ScissorTestHeight[Index] = (int)((ScissorVertical >> 16)) - State.ScissorTestY[Index]; // Height, top side is upper 16 bits
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int bottom = (int)(ScissorVertical & 0xFFFF); // Bottom, lower 16 bits
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int top = (int)(ScissorVertical >> 16); // Top, upper 16 bits
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// Y coordinates may have to be flipped
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if ((int)State.FlipY == -1)
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int width = Math.Abs(right - left);
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int height = Math.Abs(top - bottom);
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// If the scissor test covers the whole possible viewport, i.e. uninititalized, disable scissor test
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if ((width > NvGpu.MaxViewportSize && height > NvGpu.MaxViewportSize) || width <= 0 || height <= 0)
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{
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State.ScissorTestY[Index] = ViewportHeight - State.ScissorTestY[Index] - State.ScissorTestHeight[Index];
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// Handle negative viewpont coordinate
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if (State.ScissorTestY[Index] < 0)
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{
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State.ScissorTestY[Index] = 0;
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}
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State.ScissorTestEnabled[Index] = false;
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continue;
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}
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// Keep track of how many scissor tests are active.
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// If only 1, and it's the first user should apply to all viewports
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count++;
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// Flip X
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if (State.FlipX == -1)
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{
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left = ViewportX1 - (left - ViewportX0);
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right = ViewportX1 - (right - ViewportX0);
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}
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// Ensure X is in the right order
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if (left > right)
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{
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int temp = left;
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left = right;
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right = temp;
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}
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// Flip Y
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if (State.FlipY == -1)
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{
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bottom = ViewportY1 - (bottom - ViewportY0);
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top = ViewportY1 - (top - ViewportY0);
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}
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// Ensure Y is in the right order
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if (bottom > top)
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{
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int temp = top;
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top = bottom;
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bottom = temp;
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}
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// Handle out of active viewport dimensions
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left = Math.Clamp(left, ViewportX0, ViewportX1);
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right = Math.Clamp(right, ViewportX0, ViewportX1);
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top = Math.Clamp(top, ViewportY0, ViewportY1);
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bottom = Math.Clamp(bottom, ViewportY0, ViewportY1);
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// Save values to state
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State.ScissorTestX[Index] = left;
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State.ScissorTestY[Index] = bottom;
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State.ScissorTestWidth[Index] = right - left;
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State.ScissorTestHeight[Index] = top - bottom;
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}
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}
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State.ScissorTestCount = count;
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}
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private void SetBlending(GalPipelineState State)
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@ -997,6 +1047,9 @@ namespace Ryujinx.Graphics.Graphics3d
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Gpu.Renderer.Rasterizer.DrawArrays(VertexFirst, VertexCount, PrimType);
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}
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// Reset pipeline for host OpenGL calls
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Gpu.Renderer.Pipeline.Unbind(State);
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//Is the GPU really clearing those registers after draw?
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WriteRegister(NvGpuEngine3dReg.IndexBatchFirst, 0);
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WriteRegister(NvGpuEngine3dReg.IndexBatchCount, 0);
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