This commit is contained in:
Alex Barney 2019-03-03 15:11:27 -06:00
parent 7c645430d0
commit edba47b529
6 changed files with 172 additions and 74 deletions

View file

@ -3,6 +3,7 @@
public interface IGalPipeline
{
void Bind(GalPipelineState state);
void Unbind(GalPipelineState state);
void ResetDepthMask();
void ResetColorMask(int index);

View file

@ -1,19 +1,23 @@
using OpenTK.Graphics.OpenGL;
using Ryujinx.Common.Logging;
using System;
namespace Ryujinx.Graphics.Gal.OpenGL
{
static class OglExtension
{
// Private lazy backing variables
private static Lazy<bool> _enhancedLayouts = new Lazy<bool>(() => HasExtension("GL_ARB_enhanced_layouts"));
private static Lazy<bool> _textureMirrorClamp = new Lazy<bool>(() => HasExtension("GL_EXT_texture_mirror_clamp"));
private static Lazy<bool> _viewportArray = new Lazy<bool>(() => HasExtension("GL_ARB_viewport_array"));
private static Lazy<bool> _nvidiaDriver = new Lazy<bool>(() => IsNvidiaDriver());
// Public accessors
public static bool EnhancedLayouts => _enhancedLayouts.Value;
public static bool TextureMirrorClamp => _textureMirrorClamp.Value;
public static bool ViewportArray => _viewportArray.Value;
public static bool NvidiaDriver => _nvidiaDriver.Value;
private static bool HasExtension(string name)
@ -28,11 +32,39 @@ namespace Ryujinx.Graphics.Gal.OpenGL
}
}
Logger.PrintInfo(LogClass.Gpu, $"OpenGL extension {name} unavailable. You may experience some performance degradation");
return false;
}
private static bool IsNvidiaDriver() {
private static bool IsNvidiaDriver()
{
return GL.GetString(StringName.Vendor).Equals("NVIDIA Corporation");
}
public static class Required
{
// Public accessors
public static bool EnhancedLayouts => _enhancedLayoutsRequired.Value;
public static bool TextureMirrorClamp => _textureMirrorClampRequired.Value;
public static bool ViewportArray => _viewportArrayRequired.Value;
// Private lazy backing variables
private static Lazy<bool> _enhancedLayoutsRequired = new Lazy<bool>(() => HasExtensionRequired(OglExtension.EnhancedLayouts, "GL_ARB_enhanced_layouts"));
private static Lazy<bool> _textureMirrorClampRequired = new Lazy<bool>(() => HasExtensionRequired(OglExtension.TextureMirrorClamp, "GL_EXT_texture_mirror_clamp"));
private static Lazy<bool> _viewportArrayRequired = new Lazy<bool>(() => HasExtensionRequired(OglExtension.ViewportArray, "GL_ARB_viewport_array"));
private static bool HasExtensionRequired(bool value, string name)
{
if (value)
{
return true;
}
Logger.PrintWarning(LogClass.Gpu, $"Required OpenGL extension {name} unavailable. You may experience some rendering issues");
return false;
}
}
}
}
}

View file

@ -270,47 +270,52 @@ 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 viewport arrays are unavailable apply first scissor test to all or
// there is only 1 scissor test and it's the first, the scissor test applies to all viewports
if (!OglExtension.Required.ViewportArray || (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, or viewport arrays are unavailable we can skip remaining iterations
if (!OglExtension.Required.ViewportArray || ++scissorsApplied == New.ScissorTestCount)
{
break;
}
}
}
}
@ -378,6 +383,14 @@ namespace Ryujinx.Graphics.Gal.OpenGL
_old = New;
}
public void Unbind(GalPipelineState state)
{
if (state.ScissorTestCount > 0)
{
GL.Disable(EnableCap.ScissorTest);
}
}
private void SetAllBlendState(BlendState New)
{
Enable(EnableCap.Blend, New.Enabled);

View file

@ -367,9 +367,6 @@ namespace Ryujinx.Graphics.Gal.OpenGL
GL.Disable(EnableCap.FramebufferSrgb);
// Will be re-enabled if needed while binding, called before any game GL calls
GL.Disable(EnableCap.ScissorTest);
GL.BlitFramebuffer(
srcX0,
srcY0,

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;
@ -97,7 +102,14 @@ namespace Ryujinx.Graphics.Graphics3d
GalPipelineState state = new GalPipelineState();
// Framebuffer must be run configured because viewport dimensions may be used in other methods
SetFrameBuffer(state);
for (int fbIndex = 0; fbIndex < 8; fbIndex++)
{
SetFrameBuffer(vmm, fbIndex);
}
SetFrontFace(state);
SetCullFace(state);
SetDepth(state);
@ -107,11 +119,6 @@ namespace Ryujinx.Graphics.Graphics3d
SetColorMask(state);
SetPrimitiveRestart(state);
for (int fbIndex = 0; fbIndex < 8; fbIndex++)
{
SetFrameBuffer(vmm, fbIndex);
}
SetZeta(vmm);
SetRenderTargets();
@ -206,11 +213,11 @@ 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);
@ -218,9 +225,7 @@ 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)
@ -422,38 +427,83 @@ 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. uninitialized, disable scissor test
if ((width > NvGpu.MaxViewportSize && height > NvGpu.MaxViewportSize) || 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 = Math.Clamp(left, _viewportX0, _viewportX1);
right = Math.Clamp(right, _viewportX0, _viewportX1);
top = Math.Clamp(top, _viewportY0, _viewportY1);
bottom = Math.Clamp(bottom, _viewportY0, _viewportY1);
// 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)
@ -541,7 +591,7 @@ namespace Ryujinx.Graphics.Graphics3d
private void SetRenderTargets()
{
//Commercial games do not seem to
//bool SeparateFragData = ReadRegisterBool(NvGpuEngine3dReg.RTSeparateFragData);
//bool SeparateFragData = ReadRegisterBool(NvGpuEngine3DReg.RTSeparateFragData);
uint control = (uint)(ReadRegister(NvGpuEngine3DReg.RtControl));
@ -996,6 +1046,9 @@ namespace Ryujinx.Graphics.Graphics3d
_gpu.Renderer.Rasterizer.DrawArrays(vertexFirst, vertexCount, primType);
}
// Reset pipeline for host OpenGL calls
_gpu.Renderer.Pipeline.Unbind(state);
//Is the GPU really clearing those registers after draw?
WriteRegister(NvGpuEngine3DReg.IndexBatchFirst, 0);
WriteRegister(NvGpuEngine3DReg.IndexBatchCount, 0);

View file

@ -8,6 +8,8 @@ namespace Ryujinx.Graphics
{
public class NvGpu
{
public const int MaxViewportSize = 0x3FFF;
public IGalRenderer Renderer { get; private set; }
public GpuResourceManager ResourceManager { get; private set; }