Merge pull request #1785 from Tinob/master
Add support for clear_flags register
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commit
e23543918b
@ -631,7 +631,16 @@ public:
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}
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} zeta;
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INSERT_PADDING_WORDS(0x5B);
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INSERT_PADDING_WORDS(0x41);
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union {
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BitField<0, 4, u32> stencil;
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BitField<4, 4, u32> unknown;
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BitField<8, 4, u32> scissor;
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BitField<12, 4, u32> viewport;
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} clear_flags;
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INSERT_PADDING_WORDS(0x19);
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std::array<VertexAttribute, NumVertexAttributes> vertex_attrib_format;
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@ -1134,6 +1143,7 @@ ASSERT_REG_POSITION(stencil_back_func_mask, 0x3D7);
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ASSERT_REG_POSITION(color_mask_common, 0x3E4);
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ASSERT_REG_POSITION(rt_separate_frag_data, 0x3EB);
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ASSERT_REG_POSITION(zeta, 0x3F8);
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ASSERT_REG_POSITION(clear_flags, 0x43E);
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ASSERT_REG_POSITION(vertex_attrib_format, 0x458);
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ASSERT_REG_POSITION(rt_control, 0x487);
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ASSERT_REG_POSITION(zeta_width, 0x48a);
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@ -542,6 +542,30 @@ void RasterizerOpenGL::Clear() {
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ASSERT_MSG(regs.zeta_enable != 0, "Tried to clear stencil but buffer is not enabled!");
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use_stencil = true;
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clear_state.stencil.test_enabled = true;
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if (regs.clear_flags.stencil) {
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// Stencil affects the clear so fill it with the used masks
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clear_state.stencil.front.test_func = GL_ALWAYS;
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clear_state.stencil.front.test_mask = regs.stencil_front_func_mask;
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clear_state.stencil.front.action_stencil_fail = GL_KEEP;
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clear_state.stencil.front.action_depth_fail = GL_KEEP;
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clear_state.stencil.front.action_depth_pass = GL_KEEP;
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clear_state.stencil.front.write_mask = regs.stencil_front_mask;
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if (regs.stencil_two_side_enable) {
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clear_state.stencil.back.test_func = GL_ALWAYS;
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clear_state.stencil.back.test_mask = regs.stencil_back_func_mask;
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clear_state.stencil.back.action_stencil_fail = GL_KEEP;
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clear_state.stencil.back.action_depth_fail = GL_KEEP;
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clear_state.stencil.back.action_depth_pass = GL_KEEP;
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clear_state.stencil.back.write_mask = regs.stencil_back_mask;
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} else {
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clear_state.stencil.back.test_func = GL_ALWAYS;
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clear_state.stencil.back.test_mask = 0xFFFFFFFF;
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clear_state.stencil.back.write_mask = 0xFFFFFFFF;
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clear_state.stencil.back.action_stencil_fail = GL_KEEP;
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clear_state.stencil.back.action_depth_fail = GL_KEEP;
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clear_state.stencil.back.action_depth_pass = GL_KEEP;
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}
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}
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}
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if (!use_color && !use_depth && !use_stencil) {
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@ -553,6 +577,14 @@ void RasterizerOpenGL::Clear() {
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ConfigureFramebuffers(clear_state, use_color, use_depth || use_stencil, false,
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regs.clear_buffers.RT.Value());
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if (regs.clear_flags.scissor) {
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SyncScissorTest(clear_state);
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}
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if (regs.clear_flags.viewport) {
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clear_state.EmulateViewportWithScissor();
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}
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clear_state.Apply();
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if (use_color) {
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@ -588,7 +620,7 @@ void RasterizerOpenGL::DrawArrays() {
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SyncLogicOpState();
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SyncCullMode();
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SyncPrimitiveRestart();
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SyncScissorTest();
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SyncScissorTest(state);
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// Alpha Testing is synced on shaders.
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SyncTransformFeedback();
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SyncPointState();
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@ -815,7 +847,7 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntr
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}
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const u32 bias = config.mip_lod_bias.Value();
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// Sign extend the 13-bit value.
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const u32 mask = 1U << (13 - 1);
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constexpr u32 mask = 1U << (13 - 1);
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const float bias_lod = static_cast<s32>((bias ^ mask) - mask) / 256.f;
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if (lod_bias != bias_lod) {
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lod_bias = bias_lod;
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@ -947,8 +979,8 @@ void RasterizerOpenGL::SyncViewport(OpenGLState& current_state) {
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auto& viewport = current_state.viewports[i];
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viewport.x = viewport_rect.left;
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viewport.y = viewport_rect.bottom;
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viewport.width = static_cast<GLfloat>(viewport_rect.GetWidth());
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viewport.height = static_cast<GLfloat>(viewport_rect.GetHeight());
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viewport.width = viewport_rect.GetWidth();
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viewport.height = viewport_rect.GetHeight();
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viewport.depth_range_far = regs.viewports[i].depth_range_far;
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viewport.depth_range_near = regs.viewports[i].depth_range_near;
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}
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@ -1120,11 +1152,11 @@ void RasterizerOpenGL::SyncLogicOpState() {
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state.logic_op.operation = MaxwellToGL::LogicOp(regs.logic_op.operation);
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}
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void RasterizerOpenGL::SyncScissorTest() {
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void RasterizerOpenGL::SyncScissorTest(OpenGLState& current_state) {
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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for (std::size_t i = 0; i < Tegra::Engines::Maxwell3D::Regs::NumViewports; i++) {
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const auto& src = regs.scissor_test[i];
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auto& dst = state.viewports[i].scissor;
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auto& dst = current_state.viewports[i].scissor;
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dst.enabled = (src.enable != 0);
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if (dst.enabled == 0) {
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return;
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@ -91,19 +91,20 @@ private:
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void SyncWithConfig(const Tegra::Texture::TSCEntry& info);
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private:
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Tegra::Texture::TextureFilter mag_filter;
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Tegra::Texture::TextureFilter min_filter;
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Tegra::Texture::TextureMipmapFilter mip_filter;
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Tegra::Texture::WrapMode wrap_u;
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Tegra::Texture::WrapMode wrap_v;
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Tegra::Texture::WrapMode wrap_p;
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bool uses_depth_compare;
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Tegra::Texture::DepthCompareFunc depth_compare_func;
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GLvec4 border_color;
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float min_lod;
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float max_lod;
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float lod_bias;
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float max_anisotropic;
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Tegra::Texture::TextureFilter mag_filter = Tegra::Texture::TextureFilter::Nearest;
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Tegra::Texture::TextureFilter min_filter = Tegra::Texture::TextureFilter::Nearest;
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Tegra::Texture::TextureMipmapFilter mip_filter = Tegra::Texture::TextureMipmapFilter::None;
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Tegra::Texture::WrapMode wrap_u = Tegra::Texture::WrapMode::ClampToEdge;
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Tegra::Texture::WrapMode wrap_v = Tegra::Texture::WrapMode::ClampToEdge;
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Tegra::Texture::WrapMode wrap_p = Tegra::Texture::WrapMode::ClampToEdge;
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bool uses_depth_compare = false;
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Tegra::Texture::DepthCompareFunc depth_compare_func =
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Tegra::Texture::DepthCompareFunc::Always;
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GLvec4 border_color = {};
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float min_lod = 0.0f;
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float max_lod = 16.0f;
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float lod_bias = 0.0f;
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float max_anisotropic = 1.0f;
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};
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/**
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@ -171,7 +172,7 @@ private:
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void SyncMultiSampleState();
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/// Syncs the scissor test state to match the guest state
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void SyncScissorTest();
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void SyncScissorTest(OpenGLState& current_state);
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/// Syncs the transform feedback state to match the guest state
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void SyncTransformFeedback();
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@ -233,6 +233,28 @@ void OpenGLState::ApplyStencilTest() const {
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config_stencil(GL_BACK, stencil.back, cur_state.stencil.back);
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}
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}
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// Viewport does not affects glClearBuffer so emulate viewport using scissor test
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void OpenGLState::EmulateViewportWithScissor() {
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auto& current = viewports[0];
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if (current.scissor.enabled) {
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const GLint left = std::max(current.x, current.scissor.x);
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const GLint right =
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std::max(current.x + current.width, current.scissor.x + current.scissor.width);
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const GLint bottom = std::max(current.y, current.scissor.y);
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const GLint top =
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std::max(current.y + current.height, current.scissor.y + current.scissor.height);
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current.scissor.x = std::max(left, 0);
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current.scissor.y = std::max(bottom, 0);
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current.scissor.width = std::max(right - left, 0);
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current.scissor.height = std::max(top - bottom, 0);
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} else {
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current.scissor.enabled = true;
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current.scissor.x = current.x;
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current.scissor.y = current.y;
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current.scissor.width = current.width;
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current.scissor.height = current.height;
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}
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}
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void OpenGLState::ApplyViewport() const {
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if (GLAD_GL_ARB_viewport_array && geometry_shaders.enabled) {
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@ -242,7 +264,9 @@ void OpenGLState::ApplyViewport() const {
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const auto& updated = viewports[i];
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if (updated.x != current.x || updated.y != current.y ||
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updated.width != current.width || updated.height != current.height) {
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glViewportIndexedf(i, updated.x, updated.y, updated.width, updated.height);
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glViewportIndexedf(
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i, static_cast<GLfloat>(updated.x), static_cast<GLfloat>(updated.y),
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static_cast<GLfloat>(updated.width), static_cast<GLfloat>(updated.height));
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}
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if (updated.depth_range_near != current.depth_range_near ||
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updated.depth_range_far != current.depth_range_far) {
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@ -270,8 +294,7 @@ void OpenGLState::ApplyViewport() const {
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const auto& updated = viewports[0];
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if (updated.x != current.x || updated.y != current.y || updated.width != current.width ||
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updated.height != current.height) {
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glViewport(static_cast<GLint>(updated.x), static_cast<GLint>(updated.y),
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static_cast<GLsizei>(updated.width), static_cast<GLsizei>(updated.height));
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glViewport(updated.x, updated.y, updated.width, updated.height);
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}
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if (updated.depth_range_near != current.depth_range_near ||
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updated.depth_range_far != current.depth_range_far) {
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@ -156,10 +156,10 @@ public:
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} draw;
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struct viewport {
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GLfloat x;
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GLfloat y;
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GLfloat width;
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GLfloat height;
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GLint x;
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GLint y;
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GLint width;
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GLint height;
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GLfloat depth_range_near; // GL_DEPTH_RANGE
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GLfloat depth_range_far; // GL_DEPTH_RANGE
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struct {
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@ -206,6 +206,7 @@ public:
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OpenGLState& ResetBuffer(GLuint handle);
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OpenGLState& ResetVertexArray(GLuint handle);
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OpenGLState& ResetFramebuffer(GLuint handle);
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void EmulateViewportWithScissor();
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private:
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static OpenGLState cur_state;
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