mirror of https://git.suyu.dev/suyu/suyu
Merge pull request #1591 from bunnei/depth-range
gl_rasterizer: Implement depth range.
This commit is contained in:
commit
1f98dc30ea
|
@ -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(®s, 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.
|
||||||
|
|
|
@ -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;
|
||||||
|
|
|
@ -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() {
|
||||||
|
|
|
@ -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();
|
||||||
|
|
|
@ -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 ||
|
||||||
|
|
|
@ -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 {
|
||||||
|
|
Loading…
Reference in New Issue