Add depth writting
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parent
afc44850be
commit
1e52741e0e
3 changed files with 73 additions and 5 deletions
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@ -94,7 +94,8 @@ namespace Ryujinx.Graphics.Gal.Shader
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m_Preds = new Dictionary<int, ShaderDeclInfo>();
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}
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public GlslDecl(ShaderIrBlock[] Blocks, GalShaderType ShaderType) : this(ShaderType)
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public GlslDecl(ShaderIrBlock[] Blocks, GalShaderType ShaderType, ShaderHeader Header)
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: this(ShaderType)
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{
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StagePrefix = StagePrefixes[(int)ShaderType] + "_";
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@ -153,6 +154,11 @@ namespace Ryujinx.Graphics.Gal.Shader
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return Combined;
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}
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public static string GetGprName(int Index)
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{
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return GprName + Index;
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}
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private static void Merge(
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Dictionary<int, ShaderDeclInfo> C,
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Dictionary<int, ShaderDeclInfo> A,
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@ -318,7 +324,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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{
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if (!Gpr.IsConst && !HasName(m_Gprs, Gpr.Index))
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{
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string Name = GprName + Gpr.Index;
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string Name = GetGprName(Gpr.Index);
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m_Gprs.TryAdd(Gpr.Index, new ShaderDeclInfo(Name, Gpr.Index));
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}
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@ -120,8 +120,8 @@ namespace Ryujinx.Graphics.Gal.Shader
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Blocks = ShaderDecoder.Decode(Memory, VpAPosition);
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BlocksB = ShaderDecoder.Decode(Memory, VpBPosition);
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GlslDecl DeclVpA = new GlslDecl(Blocks, ShaderType);
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GlslDecl DeclVpB = new GlslDecl(BlocksB, ShaderType);
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GlslDecl DeclVpA = new GlslDecl(Blocks, ShaderType, Header);
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GlslDecl DeclVpB = new GlslDecl(BlocksB, ShaderType, HeaderB);
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Decl = GlslDecl.Merge(DeclVpA, DeclVpB);
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@ -136,7 +136,7 @@ namespace Ryujinx.Graphics.Gal.Shader
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Blocks = ShaderDecoder.Decode(Memory, Position);
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BlocksB = null;
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Decl = new GlslDecl(Blocks, ShaderType);
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Decl = new GlslDecl(Blocks, ShaderType, Header);
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return Decompile();
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}
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@ -432,6 +432,14 @@ namespace Ryujinx.Graphics.Gal.Shader
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PrintAttrToOutput();
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}
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if (Decl.ShaderType == GalShaderType.Fragment)
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{
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if (Header.OmapDepth)
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{
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SB.AppendLine(IdentationStr + "gl_FragDepth = " + GlslDecl.GetGprName(Header.DepthRegister) + ";");
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}
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}
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SB.AppendLine("}");
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}
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@ -1,5 +1,15 @@
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namespace Ryujinx.Graphics.Gal.Shader
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{
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struct OmapTarget
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{
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public bool Red;
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public bool Green;
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public bool Blue;
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public bool Alpha;
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public bool Enabled => Red || Green || Blue || Alpha;
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}
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class ShaderHeader
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{
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public const int PointList = 1;
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@ -30,6 +40,10 @@
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public int StoreReqStart { get; private set; }
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public int StoreReqEnd { get; private set; }
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public OmapTarget[] OmapTargets { get; private set; }
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public bool OmapSampleMask { get; private set; }
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public bool OmapDepth { get; private set; }
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public ShaderHeader(IGalMemory Memory, long Position)
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{
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uint CommonWord0 = (uint)Memory.ReadInt32(Position + 0);
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@ -61,8 +75,48 @@
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MaxOutputVertexCount = ReadBits(CommonWord4, 0, 12);
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StoreReqStart = ReadBits(CommonWord4, 12, 8);
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StoreReqEnd = ReadBits(CommonWord4, 24, 8);
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//Type 2 (fragment?) reading
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uint Type2OmapTarget = (uint)Memory.ReadInt32(Position + 72);
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uint Type2Omap = (uint)Memory.ReadInt32(Position + 76);
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OmapTargets = new OmapTarget[8];
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for (int i = 0; i < OmapTargets.Length; i++)
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{
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int Offset = i * 4;
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OmapTargets[i] = new OmapTarget
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{
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Red = ReadBits(Type2OmapTarget, Offset + 0, 1) != 0,
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Green = ReadBits(Type2OmapTarget, Offset + 1, 1) != 0,
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Blue = ReadBits(Type2OmapTarget, Offset + 2, 1) != 0,
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Alpha = ReadBits(Type2OmapTarget, Offset + 3, 1) != 0
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};
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}
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OmapSampleMask = ReadBits(Type2Omap, 0, 1) != 0;
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OmapDepth = ReadBits(Type2Omap, 1, 1) != 0;
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}
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public int FragOutputCount
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{
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get
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{
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int Index = 0;
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while (OmapTargets[Index].Enabled && Index < 8)
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{
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Index++;
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}
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return Index;
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}
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}
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// Depth register is always two registers after the last color output
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public int DepthRegister => FragOutputCount * 4 + 1;
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private static int ReadBits(uint Word, int Offset, int BitWidth)
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{
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uint Mask = (1u << BitWidth) - 1u;
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