Reworked scissor tests to remove fixme and handle issues with intel gpu's

This commit is contained in:
Andy Adshead 2019-02-18 05:39:12 +00:00
parent dd00a4b62d
commit 9f528d565e
2 changed files with 150 additions and 63 deletions

View file

@ -270,47 +270,51 @@ namespace Ryujinx.Graphics.Gal.OpenGL
// Scissor Test
bool forceUpdate;
for (int Index = 0; Index < New.ScissorTestCount; Index++)
// All scissor test are disabled before drawing final framebuffer to screen so we don't need to handle disabling
// Skip if there are no scissor tests to enable
if (New.ScissorTestCount != 0)
{
forceUpdate = false;
int scissorsApplied = 0;
bool applyToAll = false;
if (New.ScissorTestEnabled[Index])
for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
{
// If there is only 1 scissor test, geometry shaders are disabled so the scissor test applies to all viewports
if (New.ScissorTestCount == 1)
if (New.ScissorTestEnabled[Index])
{
GL.Enable(EnableCap.ScissorTest);
}
else
{
GL.Enable(IndexedEnableCap.ScissorTest, Index);
}
forceUpdate = true;
}
else
{
GL.Disable(IndexedEnableCap.ScissorTest, Index);
}
// If there is only 1 scissor test, and it's the first, the scissor test applies to all viewports
if (Index == 0 && New.ScissorTestCount == 1)
{
GL.Enable(EnableCap.ScissorTest);
applyToAll = true;
}
else
{
GL.Enable(IndexedEnableCap.ScissorTest, Index);
}
if (New.ScissorTestEnabled[Index] &&
(New.ScissorTestX[Index] != Old.ScissorTestX[Index] ||
New.ScissorTestY[Index] != Old.ScissorTestY[Index] ||
New.ScissorTestWidth[Index] != Old.ScissorTestWidth[Index] ||
New.ScissorTestHeight[Index] != Old.ScissorTestHeight[Index] ||
forceUpdate)) // Force update intentionally last to reduce if comparisons
{
// If there is only 1 scissor test geometry shaders are disables so the scissor test applies to all viewports
if (New.ScissorTestCount == 1)
{
GL.Scissor(New.ScissorTestX[Index], New.ScissorTestY[Index],
New.ScissorTestWidth[Index], New.ScissorTestHeight[Index]);
}
else
{
GL.ScissorIndexed(Index, New.ScissorTestX[Index], New.ScissorTestY[Index],
New.ScissorTestWidth[Index], New.ScissorTestHeight[Index]);
if (New.ScissorTestEnabled[Index] != Old.ScissorTestEnabled[Index] ||
New.ScissorTestX[Index] != Old.ScissorTestX[Index] ||
New.ScissorTestY[Index] != Old.ScissorTestY[Index] ||
New.ScissorTestWidth[Index] != Old.ScissorTestWidth[Index] ||
New.ScissorTestHeight[Index] != Old.ScissorTestHeight[Index])
{
if (applyToAll)
{
GL.Scissor(New.ScissorTestX[Index], New.ScissorTestY[Index],
New.ScissorTestWidth[Index], New.ScissorTestHeight[Index]);
}
else
{
GL.ScissorIndexed(Index, New.ScissorTestX[Index], New.ScissorTestY[Index],
New.ScissorTestWidth[Index], New.ScissorTestHeight[Index]);
}
}
// If all scissor tests have been applied so we can skip remaining itterations
if (++scissorsApplied == New.ScissorTestCount)
{
break;
}
}
}
}

View file

@ -24,7 +24,12 @@ 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;
@ -200,11 +205,11 @@ 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);
@ -212,9 +217,7 @@ 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)
@ -415,38 +418,118 @@ 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 > 16383 && height > 16383) || 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
if (left < ViewportX0)
{
left = ViewportX0;
}
else if (left > ViewportX1)
{
left = ViewportX1;
}
// Right
if (right < ViewportX0)
{
right = ViewportX0;
}
else if (right > ViewportX1)
{
right = ViewportX1;
}
// Bottom
if (bottom < ViewportY0)
{
bottom = ViewportY0;
}
else if (bottom > ViewportY1)
{
bottom = ViewportY1;
}
// Top
if (top < ViewportX0)
{
top = ViewportX0;
}
else if (top > ViewportX1)
{
top = ViewportX1;
}
// 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)