Fix color mask common, set default value on first color mask register

This commit is contained in:
gdkchan 2018-10-21 22:09:47 -03:00
commit e872182f7b
4 changed files with 30 additions and 17 deletions

View file

@ -72,7 +72,7 @@
public GalBlendFactor BlendFuncSrcAlpha; public GalBlendFactor BlendFuncSrcAlpha;
public GalBlendFactor BlendFuncDstAlpha; public GalBlendFactor BlendFuncDstAlpha;
public ColorMaskRgba ColorMask; public bool ColorMaskCommon;
public ColorMaskRgba[] ColorMasks; public ColorMaskRgba[] ColorMasks;
public bool PrimitiveRestartEnabled; public bool PrimitiveRestartEnabled;

View file

@ -129,8 +129,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
BlendFuncSrcAlpha = GalBlendFactor.One, BlendFuncSrcAlpha = GalBlendFactor.One,
BlendFuncDstAlpha = GalBlendFactor.Zero, BlendFuncDstAlpha = GalBlendFactor.Zero,
ColorMask = ColorMaskRgba.Default,
PrimitiveRestartEnabled = false, PrimitiveRestartEnabled = false,
PrimitiveRestartIndex = 0 PrimitiveRestartIndex = 0
}; };
@ -308,16 +306,30 @@ namespace Ryujinx.Graphics.Gal.OpenGL
} }
} }
for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++) if (New.ColorMaskCommon)
{ {
if (!New.ColorMasks[Index].Equals(Old.ColorMasks[Index])) if (!New.ColorMasks[0].Equals(Old.ColorMasks[0]))
{ {
GL.ColorMask( GL.ColorMask(
Index, New.ColorMasks[0].Red,
New.ColorMasks[Index].Red, New.ColorMasks[0].Green,
New.ColorMasks[Index].Green, New.ColorMasks[0].Blue,
New.ColorMasks[Index].Blue, New.ColorMasks[0].Alpha);
New.ColorMasks[Index].Alpha); }
}
else
{
for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
{
if (!New.ColorMasks[Index].Equals(Old.ColorMasks[Index]))
{
GL.ColorMask(
Index,
New.ColorMasks[Index].Red,
New.ColorMasks[Index].Green,
New.ColorMasks[Index].Blue,
New.ColorMasks[Index].Alpha);
}
} }
} }

View file

@ -64,6 +64,10 @@ namespace Ryujinx.Graphics
{ {
UploadedKeys[i] = new List<long>(); UploadedKeys[i] = new List<long>();
} }
//Ensure that all components are enabled by default.
//Is this correct?
WriteRegister(NvGpuEngine3dReg.ColorMaskN, 0x1111);
} }
public void CallMethod(NvGpuVmm Vmm, NvGpuPBEntry PBEntry) public void CallMethod(NvGpuVmm Vmm, NvGpuPBEntry PBEntry)
@ -417,16 +421,13 @@ namespace Ryujinx.Graphics
private void SetColorMask(GalPipelineState State) private void SetColorMask(GalPipelineState State)
{ {
int ColorMask = ReadRegister(NvGpuEngine3dReg.ColorMask); bool ColorMaskCommon = ReadRegisterBool(NvGpuEngine3dReg.ColorMaskCommon);
State.ColorMask.Red = ((ColorMask >> 0) & 0xf) != 0; State.ColorMaskCommon = ColorMaskCommon;
State.ColorMask.Green = ((ColorMask >> 4) & 0xf) != 0;
State.ColorMask.Blue = ((ColorMask >> 8) & 0xf) != 0;
State.ColorMask.Alpha = ((ColorMask >> 12) & 0xf) != 0;
for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++) for (int Index = 0; Index < GalPipelineState.RenderTargetsCount; Index++)
{ {
ColorMask = ReadRegister(NvGpuEngine3dReg.ColorMaskN + Index); int ColorMask = ReadRegister(NvGpuEngine3dReg.ColorMaskN + (ColorMaskCommon ? 0 : Index));
State.ColorMasks[Index].Red = ((ColorMask >> 0) & 0xf) != 0; State.ColorMasks[Index].Red = ((ColorMask >> 0) & 0xf) != 0;
State.ColorMasks[Index].Green = ((ColorMask >> 4) & 0xf) != 0; State.ColorMasks[Index].Green = ((ColorMask >> 4) & 0xf) != 0;

View file

@ -23,7 +23,7 @@ namespace Ryujinx.Graphics
StencilBackFuncRef = 0x3d5, StencilBackFuncRef = 0x3d5,
StencilBackMask = 0x3d6, StencilBackMask = 0x3d6,
StencilBackFuncMask = 0x3d7, StencilBackFuncMask = 0x3d7,
ColorMask = 0x3e4, ColorMaskCommon = 0x3e4,
RTSeparateFragData = 0x3eb, RTSeparateFragData = 0x3eb,
ZetaAddress = 0x3f8, ZetaAddress = 0x3f8,
ZetaFormat = 0x3fa, ZetaFormat = 0x3fa,