Apply #595
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7c645430d0
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6 changed files with 172 additions and 74 deletions
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@ -3,6 +3,7 @@
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public interface IGalPipeline
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{
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void Bind(GalPipelineState state);
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void Unbind(GalPipelineState state);
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void ResetDepthMask();
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void ResetColorMask(int index);
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@ -1,19 +1,23 @@
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common.Logging;
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using System;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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static class OglExtension
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{
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// Private lazy backing variables
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private static Lazy<bool> _enhancedLayouts = new Lazy<bool>(() => HasExtension("GL_ARB_enhanced_layouts"));
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private static Lazy<bool> _textureMirrorClamp = new Lazy<bool>(() => HasExtension("GL_EXT_texture_mirror_clamp"));
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private static Lazy<bool> _viewportArray = new Lazy<bool>(() => HasExtension("GL_ARB_viewport_array"));
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private static Lazy<bool> _nvidiaDriver = new Lazy<bool>(() => IsNvidiaDriver());
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// Public accessors
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public static bool EnhancedLayouts => _enhancedLayouts.Value;
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public static bool TextureMirrorClamp => _textureMirrorClamp.Value;
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public static bool ViewportArray => _viewportArray.Value;
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public static bool NvidiaDriver => _nvidiaDriver.Value;
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private static bool HasExtension(string name)
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@ -28,11 +32,39 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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}
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}
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Logger.PrintInfo(LogClass.Gpu, $"OpenGL extension {name} unavailable. You may experience some performance degradation");
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return false;
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}
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private static bool IsNvidiaDriver() {
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private static bool IsNvidiaDriver()
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{
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return GL.GetString(StringName.Vendor).Equals("NVIDIA Corporation");
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}
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public static class Required
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{
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// Public accessors
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public static bool EnhancedLayouts => _enhancedLayoutsRequired.Value;
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public static bool TextureMirrorClamp => _textureMirrorClampRequired.Value;
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public static bool ViewportArray => _viewportArrayRequired.Value;
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// Private lazy backing variables
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private static Lazy<bool> _enhancedLayoutsRequired = new Lazy<bool>(() => HasExtensionRequired(OglExtension.EnhancedLayouts, "GL_ARB_enhanced_layouts"));
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private static Lazy<bool> _textureMirrorClampRequired = new Lazy<bool>(() => HasExtensionRequired(OglExtension.TextureMirrorClamp, "GL_EXT_texture_mirror_clamp"));
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private static Lazy<bool> _viewportArrayRequired = new Lazy<bool>(() => HasExtensionRequired(OglExtension.ViewportArray, "GL_ARB_viewport_array"));
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private static bool HasExtensionRequired(bool value, string name)
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{
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if (value)
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{
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return true;
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}
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Logger.PrintWarning(LogClass.Gpu, $"Required OpenGL extension {name} unavailable. You may experience some rendering issues");
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return false;
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}
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}
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}
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}
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}
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@ -270,47 +270,52 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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// Scissor Test
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bool forceUpdate;
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for (int index = 0; index < New.ScissorTestCount; index++)
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// All scissor test are disabled before drawing final framebuffer to screen so we don't need to handle disabling
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// Skip if there are no scissor tests to enable
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if (New.ScissorTestCount != 0)
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{
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forceUpdate = false;
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int scissorsApplied = 0;
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bool applyToAll = false;
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if (New.ScissorTestEnabled[index])
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for (int index = 0; index < GalPipelineState.RenderTargetsCount; index++)
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{
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// If there is only 1 scissor test, geometry shaders are disabled so the scissor test applies to all viewports
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if (New.ScissorTestCount == 1)
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if (New.ScissorTestEnabled[index])
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{
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GL.Enable(EnableCap.ScissorTest);
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}
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else
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{
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GL.Enable(IndexedEnableCap.ScissorTest, index);
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}
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forceUpdate = true;
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}
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else
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{
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GL.Disable(IndexedEnableCap.ScissorTest, index);
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}
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// If viewport arrays are unavailable apply first scissor test to all or
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// there is only 1 scissor test and it's the first, the scissor test applies to all viewports
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if (!OglExtension.Required.ViewportArray || (index == 0 && New.ScissorTestCount == 1))
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{
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GL.Enable(EnableCap.ScissorTest);
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applyToAll = true;
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}
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else
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{
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GL.Enable(IndexedEnableCap.ScissorTest, index);
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}
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if (New.ScissorTestEnabled[index] &&
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(New.ScissorTestX[index] != _old.ScissorTestX[index] ||
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New.ScissorTestY[index] != _old.ScissorTestY[index] ||
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New.ScissorTestWidth[index] != _old.ScissorTestWidth[index] ||
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New.ScissorTestHeight[index] != _old.ScissorTestHeight[index] ||
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forceUpdate)) // Force update intentionally last to reduce if comparisons
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{
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// If there is only 1 scissor test geometry shaders are disables so the scissor test applies to all viewports
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if (New.ScissorTestCount == 1)
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{
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GL.Scissor(New.ScissorTestX[index], New.ScissorTestY[index],
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New.ScissorTestWidth[index], New.ScissorTestHeight[index]);
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}
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else
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{
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GL.ScissorIndexed(index, New.ScissorTestX[index], New.ScissorTestY[index],
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New.ScissorTestWidth[index], New.ScissorTestHeight[index]);
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if (New.ScissorTestEnabled[index] != _old.ScissorTestEnabled[index] ||
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New.ScissorTestX[index] != _old.ScissorTestX[index] ||
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New.ScissorTestY[index] != _old.ScissorTestY[index] ||
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New.ScissorTestWidth[index] != _old.ScissorTestWidth[index] ||
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New.ScissorTestHeight[index] != _old.ScissorTestHeight[index])
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{
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if (applyToAll)
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{
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GL.Scissor(New.ScissorTestX[index], New.ScissorTestY[index],
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New.ScissorTestWidth[index], New.ScissorTestHeight[index]);
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}
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else
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{
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GL.ScissorIndexed(index, New.ScissorTestX[index], New.ScissorTestY[index],
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New.ScissorTestWidth[index], New.ScissorTestHeight[index]);
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}
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}
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// If all scissor tests have been applied, or viewport arrays are unavailable we can skip remaining iterations
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if (!OglExtension.Required.ViewportArray || ++scissorsApplied == New.ScissorTestCount)
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{
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break;
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}
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}
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}
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}
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@ -378,6 +383,14 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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_old = New;
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}
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public void Unbind(GalPipelineState state)
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{
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if (state.ScissorTestCount > 0)
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{
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GL.Disable(EnableCap.ScissorTest);
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}
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}
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private void SetAllBlendState(BlendState New)
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{
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Enable(EnableCap.Blend, New.Enabled);
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@ -367,9 +367,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
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GL.Disable(EnableCap.FramebufferSrgb);
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// Will be re-enabled if needed while binding, called before any game GL calls
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GL.Disable(EnableCap.ScissorTest);
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GL.BlitFramebuffer(
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srcX0,
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srcY0,
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@ -24,7 +24,12 @@ namespace Ryujinx.Graphics.Graphics3d
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private ConstBuffer[][] _constBuffers;
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// Height kept for flipping y axis
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// Viewport dimensions kept for scissor test limits
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private int _viewportX0 = 0;
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private int _viewportY0 = 0;
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private int _viewportX1 = 0;
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private int _viewportY1 = 0;
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private int _viewportWidth = 0;
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private int _viewportHeight = 0;
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private int _currentInstance = 0;
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@ -97,7 +102,14 @@ namespace Ryujinx.Graphics.Graphics3d
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GalPipelineState state = new GalPipelineState();
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// Framebuffer must be run configured because viewport dimensions may be used in other methods
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SetFrameBuffer(state);
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for (int fbIndex = 0; fbIndex < 8; fbIndex++)
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{
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SetFrameBuffer(vmm, fbIndex);
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}
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SetFrontFace(state);
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SetCullFace(state);
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SetDepth(state);
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@ -107,11 +119,6 @@ namespace Ryujinx.Graphics.Graphics3d
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SetColorMask(state);
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SetPrimitiveRestart(state);
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for (int fbIndex = 0; fbIndex < 8; fbIndex++)
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{
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SetFrameBuffer(vmm, fbIndex);
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}
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SetZeta(vmm);
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SetRenderTargets();
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@ -206,11 +213,11 @@ namespace Ryujinx.Graphics.Graphics3d
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float sx = ReadRegisterFloat(NvGpuEngine3DReg.ViewportNScaleX + fbIndex * 8);
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float sy = ReadRegisterFloat(NvGpuEngine3DReg.ViewportNScaleY + fbIndex * 8);
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int vpX = (int)MathF.Max(0, tx - MathF.Abs(sx));
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int vpY = (int)MathF.Max(0, ty - MathF.Abs(sy));
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_viewportX0 = (int)MathF.Max(0, tx - MathF.Abs(sx));
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_viewportY0 = (int)MathF.Max(0, ty - MathF.Abs(sy));
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int vpW = (int)(tx + MathF.Abs(sx)) - vpX;
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int vpH = (int)(ty + MathF.Abs(sy)) - vpY;
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_viewportX1 = (int)(tx + MathF.Abs(sx));
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_viewportY1 = (int)(ty + MathF.Abs(sy));
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GalImageFormat format = ImageUtils.ConvertSurface((GalSurfaceFormat)surfFormat);
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@ -218,9 +225,7 @@ namespace Ryujinx.Graphics.Graphics3d
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_gpu.ResourceManager.SendColorBuffer(vmm, key, fbIndex, image);
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_viewportHeight = vpH;
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_gpu.Renderer.RenderTarget.SetViewport(fbIndex, vpX, vpY, vpW, vpH);
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_gpu.Renderer.RenderTarget.SetViewport(fbIndex, _viewportX0, _viewportY0, _viewportX1 - _viewportX0, _viewportY1 - _viewportY0);
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}
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private void SetFrameBuffer(GalPipelineState state)
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@ -422,38 +427,83 @@ namespace Ryujinx.Graphics.Graphics3d
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private void SetScissor(GalPipelineState state)
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{
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// FIXME: Stubbed, only the first scissor test is valid without a geometry shader loaded. At time of writing geometry shaders are also stubbed.
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// Once geometry shaders are fixed it should be equal to GalPipelineState.RenderTargetCount when shader loaded, otherwise equal to 1
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state.ScissorTestCount = 1;
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int count = 0;
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for (int index = 0; index < state.ScissorTestCount; index++)
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for (int index = 0; index < GalPipelineState.RenderTargetsCount; index++)
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{
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state.ScissorTestEnabled[index] = ReadRegisterBool(NvGpuEngine3DReg.ScissorEnable + index * 4);
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if (state.ScissorTestEnabled[index])
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{
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uint scissorHorizontal = (uint)ReadRegister(NvGpuEngine3DReg.ScissorHorizontal + index * 4);
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uint scissorVertical = (uint)ReadRegister(NvGpuEngine3DReg.ScissorVertical + index * 4);
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uint scissorHorizontal = (uint)ReadRegister(NvGpuEngine3DReg.ScissorHorizontal + index * 4);
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uint scissorVertical = (uint)ReadRegister(NvGpuEngine3DReg.ScissorVertical + index * 4);
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state.ScissorTestX[index] = (int)((scissorHorizontal & 0xFFFF) * state.FlipX); // X, lower 16 bits
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state.ScissorTestWidth[index] = (int)((scissorHorizontal >> 16) * state.FlipX) - state.ScissorTestX[index]; // Width, right side is upper 16 bits
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int left = (int)(scissorHorizontal & 0xFFFF); // Left, lower 16 bits
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int right = (int)(scissorHorizontal >> 16); // Right, upper 16 bits
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state.ScissorTestY[index] = (int)((scissorVertical & 0xFFFF)); // Y, lower 16 bits
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state.ScissorTestHeight[index] = (int)((scissorVertical >> 16)) - state.ScissorTestY[index]; // Height, top side is upper 16 bits
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int bottom = (int)(scissorVertical & 0xFFFF); // Bottom, lower 16 bits
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int top = (int)(scissorVertical >> 16); // Top, upper 16 bits
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// Y coordinates may have to be flipped
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if ((int)state.FlipY == -1)
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int width = Math.Abs(right - left);
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int height = Math.Abs(top - bottom);
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// If the scissor test covers the whole possible viewport, i.e. uninitialized, disable scissor test
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if ((width > NvGpu.MaxViewportSize && height > NvGpu.MaxViewportSize) || width <= 0 || height <= 0)
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{
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state.ScissorTestY[index] = _viewportHeight - state.ScissorTestY[index] - state.ScissorTestHeight[index];
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// Handle negative viewpont coordinate
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if (state.ScissorTestY[index] < 0)
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{
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state.ScissorTestY[index] = 0;
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}
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state.ScissorTestEnabled[index] = false;
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continue;
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}
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// Keep track of how many scissor tests are active.
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// If only 1, and it's the first user should apply to all viewports
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count++;
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// Flip X
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if (state.FlipX == -1)
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{
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left = _viewportX1 - (left - _viewportX0);
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right = _viewportX1 - (right - _viewportX0);
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}
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// Ensure X is in the right order
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if (left > right)
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{
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int temp = left;
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left = right;
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right = temp;
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}
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// Flip Y
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if (state.FlipY == -1)
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{
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bottom = _viewportY1 - (bottom - _viewportY0);
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top = _viewportY1 - (top - _viewportY0);
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}
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// Ensure Y is in the right order
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if (bottom > top)
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{
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int temp = top;
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top = bottom;
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bottom = temp;
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}
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// Handle out of active viewport dimensions
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left = Math.Clamp(left, _viewportX0, _viewportX1);
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right = Math.Clamp(right, _viewportX0, _viewportX1);
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top = Math.Clamp(top, _viewportY0, _viewportY1);
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bottom = Math.Clamp(bottom, _viewportY0, _viewportY1);
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// Save values to state
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state.ScissorTestX[index] = left;
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state.ScissorTestY[index] = bottom;
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state.ScissorTestWidth[index] = right - left;
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state.ScissorTestHeight[index] = top - bottom;
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}
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}
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state.ScissorTestCount = count;
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}
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private void SetBlending(GalPipelineState state)
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@ -541,7 +591,7 @@ namespace Ryujinx.Graphics.Graphics3d
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private void SetRenderTargets()
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{
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//Commercial games do not seem to
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//bool SeparateFragData = ReadRegisterBool(NvGpuEngine3dReg.RTSeparateFragData);
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//bool SeparateFragData = ReadRegisterBool(NvGpuEngine3DReg.RTSeparateFragData);
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uint control = (uint)(ReadRegister(NvGpuEngine3DReg.RtControl));
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@ -996,6 +1046,9 @@ namespace Ryujinx.Graphics.Graphics3d
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_gpu.Renderer.Rasterizer.DrawArrays(vertexFirst, vertexCount, primType);
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}
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// Reset pipeline for host OpenGL calls
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_gpu.Renderer.Pipeline.Unbind(state);
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//Is the GPU really clearing those registers after draw?
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WriteRegister(NvGpuEngine3DReg.IndexBatchFirst, 0);
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WriteRegister(NvGpuEngine3DReg.IndexBatchCount, 0);
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@ -8,6 +8,8 @@ namespace Ryujinx.Graphics
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{
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public class NvGpu
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{
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public const int MaxViewportSize = 0x3FFF;
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public IGalRenderer Renderer { get; private set; }
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public GpuResourceManager ResourceManager { get; private set; }
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