Merge branch 'viewport_float'

This commit is contained in:
degasus 2013-10-29 18:33:56 +01:00
commit 0002236e3e
4 changed files with 34 additions and 35 deletions

View File

@ -513,50 +513,38 @@ void Renderer::UpdateViewport(Matrix44& vpCorrection)
int scissorXOff = bpmem.scissorOffset.x * 2;
int scissorYOff = bpmem.scissorOffset.y * 2;
// TODO: ceil, floor or just cast to int?
// TODO: Directly use the floats instead of rounding them?
int intendedX = Renderer::EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff));
int intendedY = Renderer::EFBToScaledY((int)ceil(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff));
int intendedWd = Renderer::EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd));
int intendedHt = Renderer::EFBToScaledY((int)ceil(-2.0f * xfregs.viewport.ht));
if (intendedWd < 0)
float intendedX = Renderer::EFBToScaledXf(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff);
float intendedY = Renderer::EFBToScaledYf(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff);
float intendedWd = Renderer::EFBToScaledXf(2.0f * xfregs.viewport.wd);
float intendedHt = Renderer::EFBToScaledYf(-2.0f * xfregs.viewport.ht);
if (intendedWd < 0.f)
{
intendedX += intendedWd;
intendedWd = -intendedWd;
}
if (intendedHt < 0)
if (intendedHt < 0.f)
{
intendedY += intendedHt;
intendedHt = -intendedHt;
}
// In D3D, the viewport rectangle must fit within the render target.
int X = intendedX;
if (X < 0)
X = 0;
float X = (intendedX >= 0.f) ? intendedX : 0.f;
float Y = (intendedY >= 0.f) ? intendedY : 0.f;
float Wd = (X + intendedWd <= GetTargetWidth()) ? intendedWd : (GetTargetWidth() - X);
float Ht = (Y + intendedHt <= GetTargetHeight()) ? intendedHt : (GetTargetHeight() - Y);
int Y = intendedY;
if (Y < 0)
Y = 0;
int Wd = intendedWd;
if (X + Wd > GetTargetWidth())
Wd = GetTargetWidth() - X;
int Ht = intendedHt;
if (Y + Ht > GetTargetHeight())
Ht = GetTargetHeight() - Y;
// If GX viewport is off the render target, we must clamp our viewport
// within the bounds. Use the correction matrix to compensate.
ViewportCorrectionMatrix(vpCorrection,
(float)intendedX, (float)intendedY,
(float)intendedWd, (float)intendedHt,
(float)X, (float)Y,
(float)Wd, (float)Ht);
intendedX, intendedY,
intendedWd, intendedHt,
X, Y,
Wd, Ht);
// Some games set invalid values for z-min and z-max so fix them to the max and min allowed and let the shaders do this work
D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)X, (float)Y,
(float)Wd, (float)Ht,
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y,
Wd, Ht,
0.f, // (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f;
1.f); // xfregs.viewport.farZ / 16777216.0f;
D3D::context->RSSetViewports(1, &vp);

View File

@ -33,6 +33,7 @@
#define glDrawElementsBaseVertex(...)
#define glDrawRangeElementsBaseVertex(...)
#define glRenderbufferStorageMultisampleCoverageNV(...)
#define glViewportIndexedf(...)
#endif
#else
#define TEX2D GL_TEXTURE_RECTANGLE_ARB

View File

@ -386,6 +386,7 @@ Renderer::Renderer()
g_ogl_config.bSupportCoverageMSAA = false; // XXX: GLES3 spec has MSAA
g_ogl_config.bSupportSampleShading = false;
g_ogl_config.bSupportOGL31 = false;
g_ogl_config.bSupportViewportFloat = false;
if (DriverDetails::HasBug(DriverDetails::BUG_ISTEGRA) || DriverDetails::HasBug(DriverDetails::BUG_ISPOWERVR))
g_ogl_config.eSupportedGLSLVersion = GLSLES2;
else
@ -496,6 +497,7 @@ Renderer::Renderer()
g_ogl_config.bSupportCoverageMSAA = GLEW_NV_framebuffer_multisample_coverage;
g_ogl_config.bSupportSampleShading = GLEW_ARB_sample_shading;
g_ogl_config.bSupportOGL31 = GLEW_VERSION_3_1;
g_ogl_config.bSupportViewportFloat = GLEW_ARB_viewport_array;
if(strstr(g_ogl_config.glsl_version, "1.00") || strstr(g_ogl_config.glsl_version, "1.10") || strstr(g_ogl_config.glsl_version, "1.20"))
{
@ -1105,12 +1107,12 @@ void Renderer::UpdateViewport(Matrix44& vpCorrection)
int scissorYOff = bpmem.scissorOffset.y * 2;
// TODO: ceil, floor or just cast to int?
int X = EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - (float)scissorXOff));
int Y = EFBToScaledY((int)ceil((float)EFB_HEIGHT - xfregs.viewport.yOrig + xfregs.viewport.ht + (float)scissorYOff));
int Width = EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd));
int Height = EFBToScaledY((int)ceil(-2.0f * xfregs.viewport.ht));
double GLNear = (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f;
double GLFar = xfregs.viewport.farZ / 16777216.0f;
float X = EFBToScaledXf(xfregs.viewport.xOrig - xfregs.viewport.wd - (float)scissorXOff);
float Y = EFBToScaledYf((float)EFB_HEIGHT - xfregs.viewport.yOrig + xfregs.viewport.ht + (float)scissorYOff);
float Width = EFBToScaledXf(2.0f * xfregs.viewport.wd);
float Height = EFBToScaledYf(-2.0f * xfregs.viewport.ht);
float GLNear = (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f;
float GLFar = xfregs.viewport.farZ / 16777216.0f;
if (Width < 0)
{
X += Width;
@ -1126,7 +1128,14 @@ void Renderer::UpdateViewport(Matrix44& vpCorrection)
Matrix44::LoadIdentity(vpCorrection);
// Update the view port
glViewport(X, Y, Width, Height);
if(g_ogl_config.bSupportViewportFloat)
{
glViewportIndexedf(0, X, Y, Width, Height);
}
else
{
glViewport(round(X), round(Y), round(Width), round(Height));
}
glDepthRangef(GLNear, GLFar);
}

View File

@ -27,6 +27,7 @@ extern struct VideoConfig {
bool bSupportSampleShading;
GLSL_VERSION eSupportedGLSLVersion;
bool bSupportOGL31;
bool bSupportViewportFloat;
const char *gl_vendor;
const char *gl_renderer;