BPFunctions: Move GX viewport conversion to VideoCommon

This commit is contained in:
Stenzek 2018-01-21 22:04:15 +10:00
parent a2d2a0a356
commit 5359396099
12 changed files with 111 additions and 165 deletions

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@ -445,59 +445,17 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
RestoreAPIState(); RestoreAPIState();
} }
void Renderer::SetViewport() void Renderer::SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth)
{ {
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
// [0] = width/2
// [1] = height/2
// [2] = 16777215 * (farz - nearz)
// [3] = xorig + width/2 + 342
// [4] = yorig + height/2 + 342
// [5] = 16777215 * farz
// D3D crashes for zero viewports
if (xfmem.viewport.wd == 0 || xfmem.viewport.ht == 0)
return;
int scissorXOff = bpmem.scissorOffset.x * 2;
int scissorYOff = bpmem.scissorOffset.y * 2;
float X = Renderer::EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - scissorXOff);
float Y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissorYOff);
float Wd = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
float Ht = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
float max_depth = xfmem.viewport.farZ / 16777216.0f;
if (Wd < 0.0f)
{
X += Wd;
Wd = -Wd;
}
if (Ht < 0.0f)
{
Y += Ht;
Ht = -Ht;
}
// If an inverted or oversized depth range is used, we need to calculate the depth range in the
// vertex shader.
if (UseVertexDepthRange())
{
// We need to ensure depth values are clamped the maximum value supported by the console GPU.
min_depth = 0.0f;
max_depth = GX_MAX_DEPTH;
}
// In D3D, the viewport rectangle must fit within the render target. // In D3D, the viewport rectangle must fit within the render target.
X = (X >= 0.f) ? X : 0.f; D3D11_VIEWPORT vp;
Y = (Y >= 0.f) ? Y : 0.f; vp.TopLeftX = MathUtil::Clamp(x, 0.0f, static_cast<float>(m_target_width - 1));
Wd = (X + Wd <= GetTargetWidth()) ? Wd : (GetTargetWidth() - X); vp.TopLeftY = MathUtil::Clamp(y, 0.0f, static_cast<float>(m_target_height - 1));
Ht = (Y + Ht <= GetTargetHeight()) ? Ht : (GetTargetHeight() - Y); vp.Width = MathUtil::Clamp(width, 1.0f, static_cast<float>(m_target_width) - vp.TopLeftX);
vp.Height = MathUtil::Clamp(height, 1.0f, static_cast<float>(m_target_height) - vp.TopLeftY);
// We use an inverted depth range here to apply the Reverse Z trick. vp.MinDepth = near_depth;
// This trick makes sure we match the precision provided by the 1:0 vp.MaxDepth = far_depth;
// clipping depth range on the hardware.
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, 1.0f - max_depth, 1.0f - min_depth);
D3D::context->RSSetViewports(1, &vp); D3D::context->RSSetViewports(1, &vp);
} }
@ -673,7 +631,6 @@ void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region
// begin next frame // begin next frame
RestoreAPIState(); RestoreAPIState();
FramebufferManager::BindEFBRenderTarget(); FramebufferManager::BindEFBRenderTarget();
SetViewport();
} }
// ALWAYS call RestoreAPIState for each ResetAPIState call you're doing // ALWAYS call RestoreAPIState for each ResetAPIState call you're doing
@ -690,7 +647,7 @@ void Renderer::RestoreAPIState()
D3D::stateman->PopBlendState(); D3D::stateman->PopBlendState();
D3D::stateman->PopDepthState(); D3D::stateman->PopDepthState();
D3D::stateman->PopRasterizerState(); D3D::stateman->PopRasterizerState();
SetViewport(); BPFunctions::SetViewport();
BPFunctions::SetScissor(); BPFunctions::SetScissor();
} }

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@ -34,7 +34,8 @@ public:
void SetSamplerState(u32 index, const SamplerState& state) override; void SetSamplerState(u32 index, const SamplerState& state) override;
void UnbindTexture(const AbstractTexture* texture) override; void UnbindTexture(const AbstractTexture* texture) override;
void SetInterlacingMode() override; void SetInterlacingMode() override;
void SetViewport() override; void SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth) override;
void SetFullscreen(bool enable_fullscreen) override; void SetFullscreen(bool enable_fullscreen) override;
bool IsFullscreen() const override; bool IsFullscreen() const override;

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@ -1136,75 +1136,23 @@ void Renderer::BBoxWrite(int index, u16 _value)
BoundingBox::Set(index, value); BoundingBox::Set(index, value);
} }
void Renderer::SetViewport() void Renderer::SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth)
{ {
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz) // The x/y parameters here assume a upper-left origin. glViewport takes an offset from the
// [0] = width/2 // lower-left of the framebuffer, so we must set y to the distance from the lower-left.
// [1] = height/2 y = static_cast<float>(m_target_height) - y - height;
// [2] = 16777215 * (farz - nearz)
// [3] = xorig + width/2 + 342
// [4] = yorig + height/2 + 342
// [5] = 16777215 * farz
int scissorXOff = bpmem.scissorOffset.x * 2;
int scissorYOff = bpmem.scissorOffset.y * 2;
// TODO: ceil, floor or just cast to int?
float X = EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - (float)scissorXOff);
float Y = EFBToScaledYf((float)EFB_HEIGHT - xfmem.viewport.yOrig + xfmem.viewport.ht +
(float)scissorYOff);
float Width = EFBToScaledXf(2.0f * xfmem.viewport.wd);
float Height = EFBToScaledYf(-2.0f * xfmem.viewport.ht);
float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
float max_depth = xfmem.viewport.farZ / 16777216.0f;
if (Width < 0)
{
X += Width;
Width *= -1;
}
if (Height < 0)
{
Y += Height;
Height *= -1;
}
// Update the view port
if (g_ogl_config.bSupportViewportFloat) if (g_ogl_config.bSupportViewportFloat)
{ {
glViewportIndexedf(0, X, Y, Width, Height); glViewportIndexedf(0, x, y, width, height);
} }
else else
{ {
auto iceilf = [](float f) { return static_cast<GLint>(ceilf(f)); }; auto iceilf = [](float f) { return static_cast<GLint>(std::ceil(f)); };
glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height)); glViewport(iceilf(x), iceilf(y), iceilf(width), iceilf(height));
} }
if (!g_ActiveConfig.backend_info.bSupportsDepthClamp) glDepthRangef(near_depth, far_depth);
{
// There's no way to support oversized depth ranges in this situation. Let's just clamp the
// range to the maximum value supported by the console GPU and hope for the best.
min_depth = MathUtil::Clamp(min_depth, 0.0f, GX_MAX_DEPTH);
max_depth = MathUtil::Clamp(max_depth, 0.0f, GX_MAX_DEPTH);
}
if (UseVertexDepthRange())
{
// We need to ensure depth values are clamped the maximum value supported by the console GPU.
// Taking into account whether the depth range is inverted or not.
if (xfmem.viewport.zRange < 0.0f)
{
min_depth = GX_MAX_DEPTH;
max_depth = 0.0f;
}
else
{
min_depth = 0.0f;
max_depth = GX_MAX_DEPTH;
}
}
// Set the reversed depth range.
glDepthRangef(max_depth, min_depth);
} }
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
@ -1563,9 +1511,9 @@ void Renderer::RestoreAPIState()
} }
BPFunctions::SetGenerationMode(); BPFunctions::SetGenerationMode();
BPFunctions::SetScissor(); BPFunctions::SetScissor();
BPFunctions::SetViewport();
BPFunctions::SetDepthMode(); BPFunctions::SetDepthMode();
BPFunctions::SetBlendMode(); BPFunctions::SetBlendMode();
SetViewport();
ProgramShaderCache::BindLastVertexFormat(); ProgramShaderCache::BindLastVertexFormat();
const VertexManager* const vm = static_cast<VertexManager*>(g_vertex_manager.get()); const VertexManager* const vm = static_cast<VertexManager*>(g_vertex_manager.get());

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@ -98,7 +98,8 @@ public:
void SetSamplerState(u32 index, const SamplerState& state) override; void SetSamplerState(u32 index, const SamplerState& state) override;
void UnbindTexture(const AbstractTexture* texture) override; void UnbindTexture(const AbstractTexture* texture) override;
void SetInterlacingMode() override; void SetInterlacingMode() override;
void SetViewport() override; void SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth) override;
void RenderText(const std::string& text, int left, int top, u32 color) override; void RenderText(const std::string& text, int left, int top, u32 color) override;

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@ -810,7 +810,7 @@ void Renderer::RecreateEFBFramebuffer()
BindEFBToStateTracker(); BindEFBToStateTracker();
// Viewport and scissor rect have to be reset since they will be scaled differently. // Viewport and scissor rect have to be reset since they will be scaled differently.
SetViewport(); BPFunctions::SetViewport();
BPFunctions::SetScissor(); BPFunctions::SetScissor();
} }
@ -910,42 +910,11 @@ void Renderer::SetScissorRect(const EFBRectangle& rc)
StateTracker::GetInstance()->SetScissor(scissor); StateTracker::GetInstance()->SetScissor(scissor);
} }
void Renderer::SetViewport() void Renderer::SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth)
{ {
int scissor_x_offset = bpmem.scissorOffset.x * 2; VkViewport viewport = {x, y, std::max(width, 1.0f), std::max(height, 1.0f),
int scissor_y_offset = bpmem.scissorOffset.y * 2; near_depth, far_depth};
float x = Renderer::EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - scissor_x_offset);
float y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_offset);
float width = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
float height = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
float max_depth = xfmem.viewport.farZ / 16777216.0f;
if (width < 0.0f)
{
x += width;
width = -width;
}
if (height < 0.0f)
{
y += height;
height = -height;
}
// If an oversized or inverted depth range is used, we need to calculate the depth range in the
// vertex shader.
// TODO: Inverted depth ranges are bugged in all drivers, which should be added to DriverDetails.
if (UseVertexDepthRange())
{
// We need to ensure depth values are clamped the maximum value supported by the console GPU.
min_depth = 0.0f;
max_depth = GX_MAX_DEPTH;
}
// We use an inverted depth range here to apply the Reverse Z trick.
// This trick makes sure we match the precision provided by the 1:0
// clipping depth range on the hardware.
VkViewport viewport = {x, y, width, height, 1.0f - max_depth, 1.0f - min_depth};
StateTracker::GetInstance()->SetViewport(viewport); StateTracker::GetInstance()->SetViewport(viewport);
} }

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@ -67,7 +67,8 @@ public:
void SetSamplerState(u32 index, const SamplerState& state) override; void SetSamplerState(u32 index, const SamplerState& state) override;
void UnbindTexture(const AbstractTexture* texture) override; void UnbindTexture(const AbstractTexture* texture) override;
void SetInterlacingMode() override; void SetInterlacingMode() override;
void SetViewport() override; void SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth) override;
void ChangeSurface(void* new_surface_handle) override; void ChangeSurface(void* new_surface_handle) override;

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@ -12,6 +12,7 @@
#include "VideoCommon/VertexManagerBase.h" #include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h" #include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
namespace BPFunctions namespace BPFunctions
{ {
@ -68,6 +69,76 @@ void SetScissor()
g_renderer->SetScissorRect(rc); g_renderer->SetScissorRect(rc);
} }
void SetViewport()
{
int scissor_x_off = bpmem.scissorOffset.x * 2;
int scissor_y_off = bpmem.scissorOffset.y * 2;
float x = g_renderer->EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - scissor_x_off);
float y = g_renderer->EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_off);
float width = g_renderer->EFBToScaledXf(2.0f * xfmem.viewport.wd);
float height = g_renderer->EFBToScaledYf(-2.0f * xfmem.viewport.ht);
float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
float max_depth = xfmem.viewport.farZ / 16777216.0f;
if (width < 0.f)
{
x += width;
width *= -1;
}
if (height < 0.f)
{
y += height;
height *= -1;
}
// The maximum depth that is written to the depth buffer should never exceed this value.
// This is necessary because we use a 2^24 divisor for all our depth values to prevent
// floating-point round-trip errors. However the console GPU doesn't ever write a value
// to the depth buffer that exceeds 2^24 - 1.
constexpr float GX_MAX_DEPTH = 16777215.0f / 16777216.0f;
if (!g_ActiveConfig.backend_info.bSupportsDepthClamp)
{
// There's no way to support oversized depth ranges in this situation. Let's just clamp the
// range to the maximum value supported by the console GPU and hope for the best.
min_depth = MathUtil::Clamp(min_depth, 0.0f, GX_MAX_DEPTH);
max_depth = MathUtil::Clamp(max_depth, 0.0f, GX_MAX_DEPTH);
}
if (g_renderer->UseVertexDepthRange())
{
// We need to ensure depth values are clamped the maximum value supported by the console GPU.
// Taking into account whether the depth range is inverted or not.
if (xfmem.viewport.zRange < 0.0f && g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
{
min_depth = GX_MAX_DEPTH;
max_depth = 0.0f;
}
else
{
min_depth = 0.0f;
max_depth = GX_MAX_DEPTH;
}
}
float near_depth, far_depth;
if (g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
{
// Set the reversed depth range.
near_depth = max_depth;
far_depth = min_depth;
}
else
{
// We use an inverted depth range here to apply the Reverse Z trick.
// This trick makes sure we match the precision provided by the 1:0
// clipping depth range on the hardware.
near_depth = 1.0f - max_depth;
far_depth = 1.0f - min_depth;
}
g_renderer->SetViewport(x, y, width, height, near_depth, far_depth);
}
void SetDepthMode() void SetDepthMode()
{ {
DepthState state = {}; DepthState state = {};

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@ -17,6 +17,7 @@ namespace BPFunctions
void FlushPipeline(); void FlushPipeline();
void SetGenerationMode(); void SetGenerationMode();
void SetScissor(); void SetScissor();
void SetViewport();
void SetDepthMode(); void SetDepthMode();
void SetBlendMode(); void SetBlendMode();
void ClearScreen(const EFBRectangle& rc); void ClearScreen(const EFBRectangle& rc);

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@ -130,6 +130,7 @@ static void BPWritten(const BPCmd& bp)
case BPMEM_SCISSORBR: // Scissor Rectable Bottom, Right case BPMEM_SCISSORBR: // Scissor Rectable Bottom, Right
case BPMEM_SCISSOROFFSET: // Scissor Offset case BPMEM_SCISSOROFFSET: // Scissor Offset
SetScissor(); SetScissor();
SetViewport();
VertexShaderManager::SetViewportChanged(); VertexShaderManager::SetViewportChanged();
GeometryShaderManager::SetViewportChanged(); GeometryShaderManager::SetViewportChanged();
return; return;
@ -1415,6 +1416,7 @@ void BPReload()
// note that PixelShaderManager is already covered since it has its own DoState. // note that PixelShaderManager is already covered since it has its own DoState.
SetGenerationMode(); SetGenerationMode();
SetScissor(); SetScissor();
SetViewport();
SetDepthMode(); SetDepthMode();
SetBlendMode(); SetBlendMode();
OnPixelFormatChange(); OnPixelFormatChange();

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@ -71,12 +71,6 @@ static int OSDTime;
std::unique_ptr<Renderer> g_renderer; std::unique_ptr<Renderer> g_renderer;
// The maximum depth that is written to the depth buffer should never exceed this value.
// This is necessary because we use a 2^24 divisor for all our depth values to prevent
// floating-point round-trip errors. However the console GPU doesn't ever write a value
// to the depth buffer that exceeds 2^24 - 1.
const float Renderer::GX_MAX_DEPTH = 16777215.0f / 16777216.0f;
static float AspectToWidescreen(float aspect) static float AspectToWidescreen(float aspect)
{ {
return aspect * ((16.0f / 9.0f) / (4.0f / 3.0f)); return aspect * ((16.0f / 9.0f) / (4.0f / 3.0f));

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@ -77,7 +77,10 @@ public:
virtual void SetSamplerState(u32 index, const SamplerState& state) {} virtual void SetSamplerState(u32 index, const SamplerState& state) {}
virtual void UnbindTexture(const AbstractTexture* texture) {} virtual void UnbindTexture(const AbstractTexture* texture) {}
virtual void SetInterlacingMode() {} virtual void SetInterlacingMode() {}
virtual void SetViewport() {} virtual void SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth)
{
}
virtual void SetFullscreen(bool enable_fullscreen) {} virtual void SetFullscreen(bool enable_fullscreen) {}
virtual bool IsFullscreen() const { return false; } virtual bool IsFullscreen() const { return false; }
virtual void ApplyState() {} virtual void ApplyState() {}
@ -184,8 +187,6 @@ protected:
std::unique_ptr<PostProcessingShaderImplementation> m_post_processor; std::unique_ptr<PostProcessingShaderImplementation> m_post_processor;
static const float GX_MAX_DEPTH;
void* m_surface_handle = nullptr; void* m_surface_handle = nullptr;
void* m_new_surface_handle = nullptr; void* m_new_surface_handle = nullptr;
Common::Flag m_surface_needs_change; Common::Flag m_surface_needs_change;

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@ -16,6 +16,7 @@
#include "Common/MathUtil.h" #include "Common/MathUtil.h"
#include "Core/ConfigManager.h" #include "Core/ConfigManager.h"
#include "Core/Core.h" #include "Core/Core.h"
#include "VideoCommon/BPFunctions.h"
#include "VideoCommon/BPMemory.h" #include "VideoCommon/BPMemory.h"
#include "VideoCommon/CPMemory.h" #include "VideoCommon/CPMemory.h"
#include "VideoCommon/RenderBase.h" #include "VideoCommon/RenderBase.h"
@ -420,8 +421,7 @@ void VertexShaderManager::SetConstants()
} }
dirty = true; dirty = true;
// This is so implementation-dependent that we can't have it here. BPFunctions::SetViewport();
g_renderer->SetViewport();
// Update projection if the viewport isn't 1:1 useable // Update projection if the viewport isn't 1:1 useable
if (!g_ActiveConfig.backend_info.bSupportsOversizedViewports) if (!g_ActiveConfig.backend_info.bSupportsOversizedViewports)