Merge pull request #1591 from bunnei/depth-range

gl_rasterizer: Implement depth range.
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bunnei 2018-10-26 00:12:20 -04:00 committed by GitHub
commit 1f98dc30ea
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6 changed files with 41 additions and 14 deletions

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@ -3,6 +3,7 @@
// Refer to the license.txt file included. // Refer to the license.txt file included.
#include <cinttypes> #include <cinttypes>
#include <cstring>
#include "common/assert.h" #include "common/assert.h"
#include "core/core.h" #include "core/core.h"
#include "core/core_timing.h" #include "core/core_timing.h"
@ -19,7 +20,24 @@ namespace Tegra::Engines {
constexpr u32 MacroRegistersStart = 0xE00; constexpr u32 MacroRegistersStart = 0xE00;
Maxwell3D::Maxwell3D(VideoCore::RasterizerInterface& rasterizer, MemoryManager& memory_manager) Maxwell3D::Maxwell3D(VideoCore::RasterizerInterface& rasterizer, MemoryManager& memory_manager)
: memory_manager(memory_manager), rasterizer{rasterizer}, macro_interpreter(*this) {} : memory_manager(memory_manager), rasterizer{rasterizer}, macro_interpreter(*this) {
InitializeRegisterDefaults();
}
void Maxwell3D::InitializeRegisterDefaults() {
// Initializes registers to their default values - what games expect them to be at boot. This is
// for certain registers that may not be explicitly set by games.
// Reset all registers to zero
std::memset(&regs, 0, sizeof(regs));
// Depth range near/far is not always set, but is expected to be the default 0.0f, 1.0f. This is
// needed for ARMS.
for (std::size_t viewport{}; viewport < Regs::NumViewports; ++viewport) {
regs.viewport[viewport].depth_range_near = 0.0f;
regs.viewport[viewport].depth_range_far = 1.0f;
}
}
void Maxwell3D::CallMacroMethod(u32 method, std::vector<u32> parameters) { void Maxwell3D::CallMacroMethod(u32 method, std::vector<u32> parameters) {
// Reset the current macro. // Reset the current macro.

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@ -984,6 +984,8 @@ public:
Texture::FullTextureInfo GetStageTexture(Regs::ShaderStage stage, std::size_t offset) const; Texture::FullTextureInfo GetStageTexture(Regs::ShaderStage stage, std::size_t offset) const;
private: private:
void InitializeRegisterDefaults();
VideoCore::RasterizerInterface& rasterizer; VideoCore::RasterizerInterface& rasterizer;
std::unordered_map<u32, std::vector<u32>> uploaded_macros; std::unordered_map<u32, std::vector<u32>> uploaded_macros;

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@ -570,6 +570,7 @@ void RasterizerOpenGL::DrawArrays() {
SyncBlendState(); SyncBlendState();
SyncLogicOpState(); SyncLogicOpState();
SyncCullMode(); SyncCullMode();
SyncDepthRange();
SyncScissorTest(); SyncScissorTest();
// Alpha Testing is synced on shaders. // Alpha Testing is synced on shaders.
SyncTransformFeedback(); SyncTransformFeedback();
@ -923,12 +924,11 @@ void RasterizerOpenGL::SyncCullMode() {
} }
} }
void RasterizerOpenGL::SyncDepthScale() { void RasterizerOpenGL::SyncDepthRange() {
UNREACHABLE(); const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
}
void RasterizerOpenGL::SyncDepthOffset() { state.depth.depth_range_near = regs.viewport->depth_range_near;
UNREACHABLE(); state.depth.depth_range_far = regs.viewport->depth_range_far;
} }
void RasterizerOpenGL::SyncDepthTestState() { void RasterizerOpenGL::SyncDepthTestState() {

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@ -144,11 +144,8 @@ private:
/// Syncs the cull mode to match the guest state /// Syncs the cull mode to match the guest state
void SyncCullMode(); void SyncCullMode();
/// Syncs the depth scale to match the guest state /// Syncs the depth range to match the guest state
void SyncDepthScale(); void SyncDepthRange();
/// Syncs the depth offset to match the guest state
void SyncDepthOffset();
/// Syncs the depth test state to match the guest state /// Syncs the depth test state to match the guest state
void SyncDepthTestState(); void SyncDepthTestState();

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@ -21,6 +21,8 @@ OpenGLState::OpenGLState() {
depth.test_enabled = false; depth.test_enabled = false;
depth.test_func = GL_LESS; depth.test_func = GL_LESS;
depth.write_mask = GL_TRUE; depth.write_mask = GL_TRUE;
depth.depth_range_near = 0.0f;
depth.depth_range_far = 1.0f;
color_mask.red_enabled = GL_TRUE; color_mask.red_enabled = GL_TRUE;
color_mask.green_enabled = GL_TRUE; color_mask.green_enabled = GL_TRUE;
@ -119,6 +121,12 @@ void OpenGLState::Apply() const {
glDepthMask(depth.write_mask); glDepthMask(depth.write_mask);
} }
// Depth range
if (depth.depth_range_near != cur_state.depth.depth_range_near ||
depth.depth_range_far != cur_state.depth.depth_range_far) {
glDepthRange(depth.depth_range_near, depth.depth_range_far);
}
// Color mask // Color mask
if (color_mask.red_enabled != cur_state.color_mask.red_enabled || if (color_mask.red_enabled != cur_state.color_mask.red_enabled ||
color_mask.green_enabled != cur_state.color_mask.green_enabled || color_mask.green_enabled != cur_state.color_mask.green_enabled ||

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@ -45,6 +45,8 @@ public:
bool test_enabled; // GL_DEPTH_TEST bool test_enabled; // GL_DEPTH_TEST
GLenum test_func; // GL_DEPTH_FUNC GLenum test_func; // GL_DEPTH_FUNC
GLboolean write_mask; // GL_DEPTH_WRITEMASK GLboolean write_mask; // GL_DEPTH_WRITEMASK
GLfloat depth_range_near; // GL_DEPTH_RANGE
GLfloat depth_range_far; // GL_DEPTH_RANGE
} depth; } depth;
struct { struct {