Add support for advanced blend (part 1/2) (#2801)
* Add blend microcode registers * Add advanced blend support using host extension * Remove debug message * Use pre-generated table for blend functions * XML docs * Rename AdvancedBlendMode to AdvancedBlendOp for consistency * Remove redundant code * Fix some advanced blend related issues on Vulkan * Formatting
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27 changed files with 5605 additions and 14 deletions
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@ -1,5 +1,6 @@
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using Ryujinx.Common.Logging;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu.Engine.Threed.Blender;
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using Ryujinx.Graphics.Gpu.Engine.Types;
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using Ryujinx.Graphics.Gpu.Image;
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using Ryujinx.Graphics.Gpu.Shader;
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@ -26,6 +27,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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private readonly GpuChannel _channel;
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private readonly DeviceStateWithShadow<ThreedClassState> _state;
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private readonly DrawState _drawState;
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private readonly AdvancedBlendManager _blendManager;
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private readonly StateUpdateTracker<ThreedClassState> _updateTracker;
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@ -55,13 +57,21 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// <param name="channel">GPU channel</param>
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/// <param name="state">3D engine state</param>
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/// <param name="drawState">Draw state</param>
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/// <param name="blendManager">Advanced blend manager</param>
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/// <param name="spec">Specialization state updater</param>
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public StateUpdater(GpuContext context, GpuChannel channel, DeviceStateWithShadow<ThreedClassState> state, DrawState drawState, SpecializationStateUpdater spec)
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public StateUpdater(
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GpuContext context,
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GpuChannel channel,
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DeviceStateWithShadow<ThreedClassState> state,
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DrawState drawState,
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AdvancedBlendManager blendManager,
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SpecializationStateUpdater spec)
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{
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_context = context;
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_channel = channel;
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_state = state;
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_drawState = drawState;
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_blendManager = blendManager;
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_currentProgramInfo = new ShaderProgramInfo[Constants.ShaderStages];
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_currentSpecState = spec;
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@ -84,6 +94,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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new StateUpdateCallbackEntry(UpdateVertexAttribState, nameof(ThreedClassState.VertexAttribState)),
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new StateUpdateCallbackEntry(UpdateBlendState,
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nameof(ThreedClassState.BlendUcodeEnable),
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nameof(ThreedClassState.BlendUcodeSize),
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nameof(ThreedClassState.BlendIndependent),
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nameof(ThreedClassState.BlendConstant),
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nameof(ThreedClassState.BlendStateCommon),
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@ -1154,6 +1166,20 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// </summary>
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private void UpdateBlendState()
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{
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if (_state.State.BlendUcodeEnable != BlendUcodeEnable.Disabled)
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{
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if (_context.Capabilities.SupportsBlendEquationAdvanced && _blendManager.TryGetAdvancedBlend(out var blendDescriptor))
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{
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// Try to HLE it using advanced blend on the host if we can.
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_context.Renderer.Pipeline.SetBlendState(blendDescriptor);
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return;
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}
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else
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{
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// TODO: Blend emulation fallback.
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}
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}
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bool blendIndependent = _state.State.BlendIndependent;
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ColorF blendConstant = _state.State.BlendConstant;
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