Implement multiple rendertarget attachments and depth writting (#375)
* Add depth writting * Implement multiple attachments * Address feedback
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9977acad0f
commit
624e813cd3
7 changed files with 201 additions and 29 deletions
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@ -102,10 +102,15 @@ namespace Ryujinx.HLE.Gpu.Engines
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SetAlphaBlending(State);
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SetPrimitiveRestart(State);
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//Enabling multiple framebuffer attachments cause graphics reggresions
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SetFrameBuffer(Vmm, 0);
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for (int FbIndex = 0; FbIndex < 8; FbIndex++)
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{
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SetFrameBuffer(Vmm, 0);
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}
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SetZeta(Vmm);
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SetRenderTargets();
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long[] Keys = UploadShaders(Vmm);
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Gpu.Renderer.Shader.BindProgram();
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@ -415,6 +420,33 @@ namespace Ryujinx.HLE.Gpu.Engines
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}
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}
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private void SetRenderTargets()
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{
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bool SeparateFragData = (ReadRegister(NvGpuEngine3dReg.RTSeparateFragData) & 1) != 0;
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if (SeparateFragData)
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{
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uint Control = (uint)(ReadRegister(NvGpuEngine3dReg.RTControl));
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uint Count = Control & 0xf;
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int[] Map = new int[Count];
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for (int i = 0; i < Count; i++)
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{
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int Shift = 4 + i * 3;
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Map[i] = (int)((Control >> Shift) & 7);
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}
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Gpu.Renderer.FrameBuffer.SetMap(Map);
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}
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else
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{
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Gpu.Renderer.FrameBuffer.SetMap(null);
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}
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}
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private void UploadTextures(NvGpuVmm Vmm, GalPipelineState State, long[] Keys)
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{
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long BaseShPosition = MakeInt64From2xInt32(NvGpuEngine3dReg.ShaderAddress);
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@ -801,4 +833,4 @@ namespace Ryujinx.HLE.Gpu.Engines
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return Vmm.IsRegionModified(Key, Size, Type);
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}
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}
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}
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}
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