diff --git a/hw/xbox/nv2a/nv2a_regs.h b/hw/xbox/nv2a/nv2a_regs.h
index 206e858b23..837f422409 100644
--- a/hw/xbox/nv2a/nv2a_regs.h
+++ b/hw/xbox/nv2a/nv2a_regs.h
@@ -471,6 +471,9 @@
# define NV_PGRAPH_CONTROL_2_STENCIL_OP_V_INCR 7
# define NV_PGRAPH_CONTROL_2_STENCIL_OP_V_DECR 8
#define NV_PGRAPH_CONTROL_3 0x00001958
+# define NV_PGRAPH_CONTROL_3_PROVOKING_VERTEX (1 << 0)
+# define NV_PGRAPH_CONTROL_3_PROVOKING_VERTEX_LAST 0
+# define NV_PGRAPH_CONTROL_3_PROVOKING_VERTEX_FIRST 1
# define NV_PGRAPH_CONTROL_3_SHADEMODE (1 << 7)
# define NV_PGRAPH_CONTROL_3_SHADEMODE_FLAT 0
# define NV_PGRAPH_CONTROL_3_SHADEMODE_SMOOTH 1
@@ -1062,6 +1065,9 @@
# define NV097_SET_TEXGEN_VIEW_MODEL_INFINITE_VIEWER 1
# define NV097_SET_FOG_PLANE 0x000009D0
# define NV097_SET_SPECULAR_PARAMS 0x000009E0
+# define NV097_SET_PROVOKING_VERTEX 0x000009FC
+# define NV097_SET_PROVOKING_VERTEX_LAST 0
+# define NV097_SET_PROVOKING_VERTEX_FIRST 1
# define NV097_SET_SCENE_AMBIENT_COLOR 0x00000A10
# define NV097_SET_VIEWPORT_OFFSET 0x00000A20
# define NV097_SET_POINT_PARAMS 0x00000A30
diff --git a/hw/xbox/nv2a/pgraph/gl/draw.c b/hw/xbox/nv2a/pgraph/gl/draw.c
index 79c18040f9..11fc6ffc7d 100644
--- a/hw/xbox/nv2a/pgraph/gl/draw.c
+++ b/hw/xbox/nv2a/pgraph/gl/draw.c
@@ -208,38 +208,10 @@ void pgraph_gl_draw_begin(NV2AState *d)
& NV_PGRAPH_SETUPRASTER_FRONTFACE
? GL_CW : GL_CCW);
- /* Polygon offset */
- /* FIXME: GL implementation-specific, maybe do this in VS? */
- if (pgraph_reg_r(pg, NV_PGRAPH_SETUPRASTER) &
- NV_PGRAPH_SETUPRASTER_POFFSETFILLENABLE) {
- glEnable(GL_POLYGON_OFFSET_FILL);
- } else {
- glDisable(GL_POLYGON_OFFSET_FILL);
- }
- if (pgraph_reg_r(pg, NV_PGRAPH_SETUPRASTER) &
- NV_PGRAPH_SETUPRASTER_POFFSETLINEENABLE) {
- glEnable(GL_POLYGON_OFFSET_LINE);
- } else {
- glDisable(GL_POLYGON_OFFSET_LINE);
- }
- if (pgraph_reg_r(pg, NV_PGRAPH_SETUPRASTER) &
- NV_PGRAPH_SETUPRASTER_POFFSETPOINTENABLE) {
- glEnable(GL_POLYGON_OFFSET_POINT);
- } else {
- glDisable(GL_POLYGON_OFFSET_POINT);
- }
- if (pgraph_reg_r(pg, NV_PGRAPH_SETUPRASTER) &
- (NV_PGRAPH_SETUPRASTER_POFFSETFILLENABLE |
- NV_PGRAPH_SETUPRASTER_POFFSETLINEENABLE |
- NV_PGRAPH_SETUPRASTER_POFFSETPOINTENABLE)) {
- uint32_t zfactor_u32 = pgraph_reg_r(pg, NV_PGRAPH_ZOFFSETFACTOR);
- GLfloat zfactor = *(float*)&zfactor_u32;
- uint32_t zbias_u32 = pgraph_reg_r(pg, NV_PGRAPH_ZOFFSETBIAS);
- GLfloat zbias = *(float*)&zbias_u32;
- // FIXME: with Linux and Mesa, zbias must be multiplied by 0.5 in
- // order to have the same depth value offset as Xbox.
- glPolygonOffset(zfactor, zbias);
- }
+ /* Polygon offset is handled in geometry and fragment shaders explicitly */
+ glDisable(GL_POLYGON_OFFSET_FILL);
+ glDisable(GL_POLYGON_OFFSET_LINE);
+ glDisable(GL_POLYGON_OFFSET_POINT);
/* Depth testing */
if (depth_test) {
@@ -255,11 +227,8 @@ void pgraph_gl_draw_begin(NV2AState *d)
glEnable(GL_DEPTH_CLAMP);
- if (GET_MASK(pgraph_reg_r(pg, NV_PGRAPH_CONTROL_3),
- NV_PGRAPH_CONTROL_3_SHADEMODE) ==
- NV_PGRAPH_CONTROL_3_SHADEMODE_FLAT) {
- glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
- }
+ /* Set first vertex convention to match Vulkan default */
+ glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
if (stencil_test) {
glEnable(GL_STENCIL_TEST);
diff --git a/hw/xbox/nv2a/pgraph/gl/gpuprops.c b/hw/xbox/nv2a/pgraph/gl/gpuprops.c
new file mode 100644
index 0000000000..58b195e8c3
--- /dev/null
+++ b/hw/xbox/nv2a/pgraph/gl/gpuprops.c
@@ -0,0 +1,362 @@
+/*
+ * Geforce NV2A PGRAPH OpenGL Renderer
+ *
+ * Copyright (c) 2012 espes
+ * Copyright (c) 2015 Jannik Vogel
+ * Copyright (c) 2018-2025 Matt Borgerson
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, see .
+ */
+
+#include "debug.h"
+#include "renderer.h"
+
+static GPUProperties pgraph_gl_gpu_properties;
+
+static const char *vertex_shader_source =
+ "#version 400\n"
+ "out vec3 v_fragColor;\n"
+ "\n"
+ "vec2 positions[11] = vec2[](\n"
+ " vec2(-0.5, -0.75),\n"
+ " vec2(-0.25, -0.25),\n"
+ " vec2(-0.75, -0.25),\n"
+ " vec2(0.25, -0.25),\n"
+ " vec2(0.25, -0.75),\n"
+ " vec2(0.75, -0.25),\n"
+ " vec2(0.75, -0.75),\n"
+ " vec2(-0.75, 0.75),\n"
+ " vec2(-0.75, 0.25),\n"
+ " vec2(-0.25, 0.25),\n"
+ " vec2(-0.25, 0.75)\n"
+ ");\n"
+ "\n"
+ "vec3 colors[11] = vec3[](\n"
+ " vec3(0.0, 0.0, 1.0),\n"
+ " vec3(0.0, 1.0, 0.0),\n"
+ " vec3(0.0, 1.0, 1.0),\n"
+ " vec3(0.0, 0.0, 1.0),\n"
+ " vec3(0.0, 1.0, 0.0),\n"
+ " vec3(0.0, 1.0, 1.0),\n"
+ " vec3(1.0, 0.0, 0.0),\n"
+ " vec3(0.0, 0.0, 1.0),\n"
+ " vec3(0.0, 1.0, 0.0),\n"
+ " vec3(0.0, 1.0, 1.0),\n"
+ " vec3(1.0, 0.0, 0.0)\n"
+ ");\n"
+ "\n"
+ "void main() {\n"
+ " gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0);\n"
+ " v_fragColor = colors[gl_VertexID];\n"
+ "}\n";
+
+static const char *geometry_shader_source =
+ "#version 400\n"
+ "layout(triangles) in;\n"
+ "layout(triangle_strip, max_vertices = 3) out;\n"
+ "out vec3 fragColor;\n"
+ "in vec3 v_fragColor[];\n"
+ "\n"
+ "void main() {\n"
+ " for (int i = 0; i < 3; i++) {\n"
+ // This should be just:
+ // gl_Position = gl_in[i].gl_Position;
+ // fragColor = v_fragColor[0];
+ // but we work around an Nvidia Cg compiler bug which seems to
+ // misdetect above as a passthrough shader and effectively
+ // replaces the last line with "fragColor = v_fragColor[i];".
+ // Doing redundant computation seems to fix it.
+ // TODO: what is the minimal way to avoid the bug?
+ " gl_Position = gl_in[i].gl_Position + vec4(1.0/16384.0, 1.0/16384.0, 0.0, 0.0);\n"
+ " precise vec3 color = v_fragColor[0]*(0.999 + gl_in[i].gl_Position.x/16384.0) + v_fragColor[1]*0.00005 + v_fragColor[2]*0.00005;\n"
+ " fragColor = color;\n"
+ " EmitVertex();\n"
+ " }\n"
+ " EndPrimitive();\n"
+ "}\n";
+
+static const char *fragment_shader_source =
+ "#version 400\n"
+ "out vec4 outColor;\n"
+ "in vec3 fragColor;\n"
+ "\n"
+ "void main() {\n"
+ " outColor = vec4(fragColor, 1.0);\n"
+ "}\n";
+
+static GLuint compile_shader(GLenum type, const char *source)
+{
+ GLuint shader = glCreateShader(type);
+ glShaderSource(shader, 1, &source, NULL);
+ glCompileShader(shader);
+
+ GLint success;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
+ if (!success) {
+ char log[512];
+ glGetShaderInfoLog(shader, sizeof(log), NULL, log);
+ log[sizeof(log) - 1] = '\0';
+ fprintf(stderr, "GL shader type %d compilation failed: %s\n", type,
+ log);
+ assert(false);
+ }
+
+ return shader;
+}
+
+static GLuint create_program(const char *vert_source, const char *geom_source,
+ const char *frag_source)
+{
+ GLuint vert_shader = compile_shader(GL_VERTEX_SHADER, vert_source);
+ GLuint geom_shader = compile_shader(GL_GEOMETRY_SHADER, geom_source);
+ GLuint frag_shader = compile_shader(GL_FRAGMENT_SHADER, frag_source);
+
+ GLuint shader_prog = glCreateProgram();
+ glAttachShader(shader_prog, vert_shader);
+ glAttachShader(shader_prog, geom_shader);
+ glAttachShader(shader_prog, frag_shader);
+ glLinkProgram(shader_prog);
+
+ GLint success;
+ glGetProgramiv(shader_prog, GL_LINK_STATUS, &success);
+ if (!success) {
+ char log[512];
+ glGetProgramInfoLog(shader_prog, sizeof(log), NULL, log);
+ log[sizeof(log) - 1] = '\0';
+ fprintf(stderr, "GL shader linking failed: %s\n", log);
+ assert(false);
+ }
+
+ glDeleteShader(vert_shader);
+ glDeleteShader(geom_shader);
+ glDeleteShader(frag_shader);
+
+ return shader_prog;
+}
+
+static void check_gl_error(const char *context)
+{
+ GLenum err;
+ int limit = 10;
+
+ while ((err = glGetError()) != GL_NO_ERROR) {
+ fprintf(stderr, "GPU properties OpenGL error 0x%X in %s\n", err,
+ context);
+ if (--limit <= 0) {
+ fprintf(
+ stderr,
+ "Too many OpenGL errors in %s — possible infinite error loop\n",
+ context);
+ break;
+ }
+ }
+}
+
+static uint8_t *render_geom_shader_triangles(int width, int height)
+{
+ // Create the framebuffer and renderbuffer for it
+ GLuint fbo, rbo;
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glGenRenderbuffers(1, &rbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, width, height);
+ check_gl_error("glRenderbufferStorage");
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_RENDERBUFFER, rbo);
+ check_gl_error("glFramebufferRenderbuffer");
+
+ assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
+
+ GLuint shader_prog = create_program(
+ vertex_shader_source, geometry_shader_source, fragment_shader_source);
+ assert(shader_prog != 0);
+
+ glUseProgram(shader_prog);
+ check_gl_error("glUseProgram");
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ check_gl_error("glClear");
+
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_STENCIL_TEST);
+ glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
+ glViewport(0, 0, width, height);
+ check_gl_error("state setup");
+
+ GLuint vao;
+ glGenVertexArrays(1, &vao);
+ glBindVertexArray(vao);
+ check_gl_error("glBindVertexArray");
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+ glDrawArrays(GL_TRIANGLE_STRIP, 3, 4);
+ glDrawArrays(GL_TRIANGLE_FAN, 7, 4);
+ check_gl_error("glDrawArrays");
+ glFinish(); // glFinish should be unnecessary
+
+ void *pixels = g_malloc(width * height * 4);
+ assert(pixels != NULL);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+ check_gl_error("glReadPixels");
+
+ glBindVertexArray(0);
+ glDeleteVertexArrays(1, &vao);
+ glUseProgram(0);
+ glDeleteProgram(shader_prog);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDeleteFramebuffers(1, &fbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+ glDeleteRenderbuffers(1, &rbo);
+
+ return (uint8_t *)pixels;
+}
+
+static bool colors_match(int r1, int g1, int b1, int r2, int g2, int b2)
+{
+ int dr = r1 - r2;
+ int dg = g1 - g2;
+ int db = b1 - b2;
+
+ return (dr * dr + dg * dg + db * db) <= 16;
+}
+
+static int get_color_index(uint8_t *pixel)
+{
+ int r = pixel[0];
+ int g = pixel[1];
+ int b = pixel[2];
+
+ if (colors_match(r, g, b, 0, 0, 255)) {
+ return 0;
+ } else if (colors_match(r, g, b, 0, 255, 0)) {
+ return 1;
+ } else if (colors_match(r, g, b, 0, 255, 255)) {
+ return 2;
+ } else if (colors_match(r, g, b, 255, 0, 0)) {
+ return 3;
+ } else {
+ return -1;
+ }
+}
+
+static int calc_offset_from_ndc(float x, float y, int width, int height)
+{
+ int x0 = (int)((x + 1.0f) * width * 0.5f);
+ int y0 = (int)((y + 1.0f) * height * 0.5f);
+
+ x0 = MAX(x0, 0);
+ y0 = MAX(y0, 0);
+ x0 = MIN(x0, width - 1);
+ y0 = MIN(y0, height - 1);
+
+ return y0 * width + x0;
+}
+
+static void determine_triangle_winding_order(uint8_t *pixels, int width,
+ int height, GPUProperties *props)
+{
+ uint8_t *tri_pix =
+ pixels + calc_offset_from_ndc(-0.5f, -0.5f, width, height) * 4;
+ uint8_t *strip0_pix =
+ pixels + calc_offset_from_ndc(0.417f, -0.417f, width, height) * 4;
+ uint8_t *strip1_pix =
+ pixels + calc_offset_from_ndc(0.583f, -0.583f, width, height) * 4;
+ uint8_t *fan_pix =
+ pixels + calc_offset_from_ndc(-0.583f, 0.417f, width, height) * 4;
+ uint8_t *fan2_pix =
+ pixels + calc_offset_from_ndc(-0.417f, 0.583f, width, height) * 4;
+
+ int tri_rot = get_color_index(tri_pix);
+ if (tri_rot < 0 || tri_rot > 2) {
+ fprintf(stderr,
+ "Could not determine triangle rotation, got color: R=%d, G=%d, "
+ "B=%d\n",
+ tri_pix[0], tri_pix[1], tri_pix[2]);
+ tri_rot = 0;
+ }
+ props->geom_shader_winding.tri = tri_rot;
+
+ int strip0_rot = get_color_index(strip0_pix);
+ if (strip0_rot < 0 || strip0_rot > 2) {
+ fprintf(stderr,
+ "Could not determine triangle strip0 rotation, got color: "
+ "R=%d, G=%d, B=%d\n",
+ strip0_pix[0], strip0_pix[1], strip0_pix[2]);
+ strip0_rot = 0;
+ }
+ int strip1_rot = get_color_index(strip1_pix) - 1;
+ if (strip1_rot < 0 || strip1_rot > 2) {
+ fprintf(stderr,
+ "Could not determine triangle strip1 rotation, got color: "
+ "R=%d, G=%d, B=%d\n",
+ strip1_pix[0], strip1_pix[1], strip1_pix[2]);
+ strip1_rot = 0;
+ }
+ props->geom_shader_winding.tri_strip0 = strip0_rot;
+ props->geom_shader_winding.tri_strip1 = (3 - strip1_rot) % 3;
+
+ int fan_rot = get_color_index(fan_pix);
+ int fan2_rot = get_color_index(fan2_pix);
+ if (fan2_rot == 0) {
+ fan2_rot = 1;
+ }
+ fan2_rot--;
+ if (fan_rot != fan2_rot) {
+ fprintf(stderr,
+ "Unexpected inconsistency in triangle fan winding, got colors: "
+ "R=%d, G=%d, B=%d and R=%d, G=%d, B=%d\n",
+ fan_pix[0], fan_pix[1], fan_pix[2], fan2_pix[0], fan2_pix[1],
+ fan2_pix[2]);
+ fan_rot = 1;
+ }
+ if (fan_rot < 0 || fan_rot > 2) {
+ fprintf(stderr,
+ "Could not determine triangle fan rotation, got color: R=%d, "
+ "G=%d, B=%d\n",
+ fan_pix[0], fan_pix[1], fan_pix[2]);
+ fan_rot = 1;
+ }
+ props->geom_shader_winding.tri_fan = (fan_rot + 2) % 3;
+}
+
+void pgraph_gl_determine_gpu_properties(NV2AState *d)
+{
+ const int width = 640;
+ const int height = 480;
+
+ GloContext *g_context = glo_context_create();
+ glo_set_current(g_context);
+
+ uint8_t *pixels = render_geom_shader_triangles(width, height);
+ determine_triangle_winding_order(pixels, width, height,
+ &pgraph_gl_gpu_properties);
+ g_free(pixels);
+
+ fprintf(stderr, "GL geometry shader winding: %d, %d, %d, %d\n",
+ pgraph_gl_gpu_properties.geom_shader_winding.tri,
+ pgraph_gl_gpu_properties.geom_shader_winding.tri_strip0,
+ pgraph_gl_gpu_properties.geom_shader_winding.tri_strip1,
+ pgraph_gl_gpu_properties.geom_shader_winding.tri_fan);
+
+ glo_context_destroy(g_context);
+ glo_set_current(g_nv2a_context_render);
+}
+
+GPUProperties *pgraph_gl_get_gpu_properties(void)
+{
+ return &pgraph_gl_gpu_properties;
+}
diff --git a/hw/xbox/nv2a/pgraph/gl/meson.build b/hw/xbox/nv2a/pgraph/gl/meson.build
index ab25eacb7d..c19a542adb 100644
--- a/hw/xbox/nv2a/pgraph/gl/meson.build
+++ b/hw/xbox/nv2a/pgraph/gl/meson.build
@@ -3,6 +3,7 @@ specific_ss.add([sdl, gloffscreen, files(
'debug.c',
'display.c',
'draw.c',
+ 'gpuprops.c',
'renderer.c',
'reports.c',
'shaders.c',
diff --git a/hw/xbox/nv2a/pgraph/gl/renderer.c b/hw/xbox/nv2a/pgraph/gl/renderer.c
index 36b8029439..74ece1c5f9 100644
--- a/hw/xbox/nv2a/pgraph/gl/renderer.c
+++ b/hw/xbox/nv2a/pgraph/gl/renderer.c
@@ -66,6 +66,8 @@ static void pgraph_gl_init(NV2AState *d, Error **errp)
pg->uniform_attrs = 0;
pg->swizzle_attrs = 0;
+
+ pgraph_gl_determine_gpu_properties(d);
}
static void pgraph_gl_finalize(NV2AState *d)
@@ -195,6 +197,7 @@ static PGRAPHRenderer pgraph_gl_renderer = {
.set_surface_scale_factor = pgraph_gl_set_surface_scale_factor,
.get_surface_scale_factor = pgraph_gl_get_surface_scale_factor,
.get_framebuffer_surface = pgraph_gl_get_framebuffer_surface,
+ .get_gpu_properties = pgraph_gl_get_gpu_properties,
}
};
diff --git a/hw/xbox/nv2a/pgraph/gl/renderer.h b/hw/xbox/nv2a/pgraph/gl/renderer.h
index 28277fcdf5..5a2524bfbb 100644
--- a/hw/xbox/nv2a/pgraph/gl/renderer.h
+++ b/hw/xbox/nv2a/pgraph/gl/renderer.h
@@ -286,5 +286,7 @@ void pgraph_gl_shader_write_cache_reload_list(PGRAPHState *pg);
void pgraph_gl_set_surface_scale_factor(NV2AState *d, unsigned int scale);
unsigned int pgraph_gl_get_surface_scale_factor(NV2AState *d);
int pgraph_gl_get_framebuffer_surface(NV2AState *d);
+void pgraph_gl_determine_gpu_properties(NV2AState *d);
+GPUProperties *pgraph_gl_get_gpu_properties(void);
#endif
diff --git a/hw/xbox/nv2a/pgraph/gl/shaders.c b/hw/xbox/nv2a/pgraph/gl/shaders.c
index 30b4c5cbba..4400133434 100644
--- a/hw/xbox/nv2a/pgraph/gl/shaders.c
+++ b/hw/xbox/nv2a/pgraph/gl/shaders.c
@@ -31,10 +31,6 @@
static GLenum get_gl_primitive_mode(enum ShaderPolygonMode polygon_mode, enum ShaderPrimitiveMode primitive_mode)
{
- if (polygon_mode == POLY_MODE_POINT) {
- return GL_POINTS;
- }
-
switch (primitive_mode) {
case PRIM_TYPE_POINTS: return GL_POINTS;
case PRIM_TYPE_LINES: return GL_LINES;
@@ -705,6 +701,9 @@ static void apply_uniform_updates(const UniformInfo *info, int *locs,
case UniformElementType_int:
glUniform1iv(locs[i], info[i].count, value);
break;
+ case UniformElementType_ivec2:
+ glUniform2iv(locs[i], info[i].count, value);
+ break;
case UniformElementType_ivec4:
glUniform4iv(locs[i], info[i].count, value);
break;
diff --git a/hw/xbox/nv2a/pgraph/glsl/common.c b/hw/xbox/nv2a/pgraph/glsl/common.c
index 338f58ab9a..887d2a2e23 100644
--- a/hw/xbox/nv2a/pgraph/glsl/common.c
+++ b/hw/xbox/nv2a/pgraph/glsl/common.c
@@ -48,6 +48,10 @@ MString *pgraph_glsl_get_vtx_header(MString *out, bool location, bool smooth,
{ smooth_s, vec4_s, "vtxT1" },
{ smooth_s, vec4_s, "vtxT2" },
{ smooth_s, vec4_s, "vtxT3" },
+ { flat_s, vec4_s, "vtxPos0" },
+ { flat_s, vec4_s, "vtxPos1" },
+ { flat_s, vec4_s, "vtxPos2" },
+ { flat_s, float_s, "triMZ" },
};
for (int i = 0; i < ARRAY_SIZE(attr); i++) {
diff --git a/hw/xbox/nv2a/pgraph/glsl/common.h b/hw/xbox/nv2a/pgraph/glsl/common.h
index 9dc1fa0347..4b327421be 100644
--- a/hw/xbox/nv2a/pgraph/glsl/common.h
+++ b/hw/xbox/nv2a/pgraph/glsl/common.h
@@ -25,6 +25,7 @@
#include "qemu/osdep.h"
#include "qemu/mstring.h"
+typedef int ivec2[2];
typedef int ivec4[4];
typedef float mat2[2 * 2];
typedef unsigned int uint;
@@ -35,6 +36,7 @@ typedef float vec4[4];
#define UNIFORM_ELEMENT_TYPE_X(DECL) \
DECL(float) \
DECL(int) \
+ DECL(ivec2) \
DECL(ivec4) \
DECL(mat2) \
DECL(uint) \
diff --git a/hw/xbox/nv2a/pgraph/glsl/geom.c b/hw/xbox/nv2a/pgraph/glsl/geom.c
index ca46a5f3af..afe57d65d9 100644
--- a/hw/xbox/nv2a/pgraph/glsl/geom.c
+++ b/hw/xbox/nv2a/pgraph/glsl/geom.c
@@ -37,6 +37,47 @@ void pgraph_glsl_set_geom_state(PGRAPHState *pg, GeomState *state)
state->smooth_shading = GET_MASK(pgraph_reg_r(pg, NV_PGRAPH_CONTROL_3),
NV_PGRAPH_CONTROL_3_SHADEMODE) ==
NV_PGRAPH_CONTROL_3_SHADEMODE_SMOOTH;
+
+ state->first_vertex_is_provoking =
+ GET_MASK(pgraph_reg_r(pg, NV_PGRAPH_CONTROL_3),
+ NV_PGRAPH_CONTROL_3_PROVOKING_VERTEX) ==
+ NV_PGRAPH_CONTROL_3_PROVOKING_VERTEX_FIRST;
+
+ state->z_perspective = pgraph_reg_r(pg, NV_PGRAPH_CONTROL_0) &
+ NV_PGRAPH_CONTROL_0_Z_PERSPECTIVE_ENABLE;
+
+ if (pg->renderer->ops.get_gpu_properties) {
+ GPUProperties *gpu_props = pg->renderer->ops.get_gpu_properties();
+
+ switch (state->primitive_mode) {
+ case PRIM_TYPE_TRIANGLES:
+ state->tri_rot0 = gpu_props->geom_shader_winding.tri;
+ state->tri_rot1 = state->tri_rot0;
+ break;
+ case PRIM_TYPE_TRIANGLE_STRIP:
+ state->tri_rot0 = gpu_props->geom_shader_winding.tri_strip0;
+ state->tri_rot1 = gpu_props->geom_shader_winding.tri_strip1;
+ break;
+ case PRIM_TYPE_TRIANGLE_FAN:
+ case PRIM_TYPE_POLYGON:
+ state->tri_rot0 = gpu_props->geom_shader_winding.tri_fan;
+ state->tri_rot1 = state->tri_rot0;
+ break;
+ default:
+ break;
+ }
+ }
+}
+
+static const char *get_vertex_order(int rot)
+{
+ if (rot == 0) {
+ return "ivec3(0, 1, 2)";
+ } else if (rot == 1) {
+ return "ivec3(2, 0, 1)";
+ } else {
+ return "ivec3(1, 2, 0)";
+ }
}
bool pgraph_glsl_need_geom(const GeomState *state)
@@ -45,63 +86,24 @@ bool pgraph_glsl_need_geom(const GeomState *state)
assert(state->polygon_front_mode == state->polygon_back_mode);
enum ShaderPolygonMode polygon_mode = state->polygon_front_mode;
- /* POINT mode shouldn't require any special work */
- if (polygon_mode == POLY_MODE_POINT) {
- return false;
- }
-
switch (state->primitive_mode) {
+ case PRIM_TYPE_POINTS:
+ return false;
+ case PRIM_TYPE_LINES:
+ case PRIM_TYPE_LINE_LOOP:
+ case PRIM_TYPE_LINE_STRIP:
case PRIM_TYPE_TRIANGLES:
- if (polygon_mode == POLY_MODE_FILL) {
- return false;
- }
- return true;
case PRIM_TYPE_TRIANGLE_STRIP:
- if (polygon_mode == POLY_MODE_FILL) {
- return false;
- }
- assert(polygon_mode == POLY_MODE_LINE);
- return true;
case PRIM_TYPE_TRIANGLE_FAN:
- if (polygon_mode == POLY_MODE_FILL) {
- return false;
- }
- assert(polygon_mode == POLY_MODE_LINE);
- return true;
case PRIM_TYPE_QUADS:
- if (polygon_mode == POLY_MODE_LINE) {
- return true;
- } else if (polygon_mode == POLY_MODE_FILL) {
- return true;
- } else {
- assert(false);
- return false;
- }
- break;
case PRIM_TYPE_QUAD_STRIP:
- if (polygon_mode == POLY_MODE_LINE) {
- return true;
- } else if (polygon_mode == POLY_MODE_FILL) {
- return true;
- } else {
- assert(false);
- return false;
- }
- break;
+ return true;
case PRIM_TYPE_POLYGON:
- if (polygon_mode == POLY_MODE_LINE) {
- return false;
- }
- if (polygon_mode == POLY_MODE_FILL) {
- if (state->smooth_shading) {
- return false;
- }
- return true;
- } else {
+ if (polygon_mode == POLY_MODE_POINT) {
assert(false);
return false;
}
- break;
+ return true;
default:
return false;
}
@@ -113,127 +115,173 @@ MString *pgraph_glsl_gen_geom(const GeomState *state, GenGeomGlslOptions opts)
assert(state->polygon_front_mode == state->polygon_back_mode);
enum ShaderPolygonMode polygon_mode = state->polygon_front_mode;
- /* POINT mode shouldn't require any special work */
- if (polygon_mode == POLY_MODE_POINT) {
- return NULL;
- }
-
- /* Handle LINE and FILL mode */
+ bool need_triz = false;
+ bool need_quadz = false;
+ bool need_linez = false;
const char *layout_in = NULL;
const char *layout_out = NULL;
const char *body = NULL;
+ const char *provoking_index = "0";
+
+ /* TODO: frontface/backface culling for polygon modes POLY_MODE_LINE and
+ * POLY_MODE_POINT.
+ */
switch (state->primitive_mode) {
case PRIM_TYPE_POINTS: return NULL;
- case PRIM_TYPE_LINES: return NULL;
- case PRIM_TYPE_LINE_LOOP: return NULL;
- case PRIM_TYPE_LINE_STRIP: return NULL;
+ case PRIM_TYPE_LINES:
+ case PRIM_TYPE_LINE_LOOP:
+ case PRIM_TYPE_LINE_STRIP:
+ provoking_index = state->first_vertex_is_provoking ? "0" : "1";
+ need_linez = true;
+ layout_in = "layout(lines) in;\n";
+ layout_out = "layout(line_strip, max_vertices = 2) out;\n";
+ body = " emit_line(0, 1, 0.0);\n";
+ break;
case PRIM_TYPE_TRIANGLES:
- if (polygon_mode == POLY_MODE_FILL) { return NULL; }
- assert(polygon_mode == POLY_MODE_LINE);
- layout_in = "layout(triangles) in;\n";
- layout_out = "layout(line_strip, max_vertices = 4) out;\n";
- body = " emit_vertex(0, 0);\n"
- " emit_vertex(1, 0);\n"
- " emit_vertex(2, 0);\n"
- " emit_vertex(0, 0);\n"
- " EndPrimitive();\n";
- break;
case PRIM_TYPE_TRIANGLE_STRIP:
- if (polygon_mode == POLY_MODE_FILL) { return NULL; }
- assert(polygon_mode == POLY_MODE_LINE);
- layout_in = "layout(triangles) in;\n";
- layout_out = "layout(line_strip, max_vertices = 4) out;\n";
- /* Imagine a quad made of a tristrip, the comments tell you which
- * vertex we are using */
- body = " if ((gl_PrimitiveIDIn & 1) == 0) {\n"
- " if (gl_PrimitiveIDIn == 0) {\n"
- " emit_vertex(0, 0);\n" /* bottom right */
- " }\n"
- " emit_vertex(1, 0);\n" /* top right */
- " emit_vertex(2, 0);\n" /* bottom left */
- " emit_vertex(0, 0);\n" /* bottom right */
- " } else {\n"
- " emit_vertex(2, 0);\n" /* bottom left */
- " emit_vertex(1, 0);\n" /* top left */
- " emit_vertex(0, 0);\n" /* top right */
- " }\n"
- " EndPrimitive();\n";
- break;
case PRIM_TYPE_TRIANGLE_FAN:
- if (polygon_mode == POLY_MODE_FILL) { return NULL; }
- assert(polygon_mode == POLY_MODE_LINE);
+ if (state->first_vertex_is_provoking) {
+ provoking_index = "v[0]";
+ } else if (state->primitive_mode == PRIM_TYPE_TRIANGLE_STRIP) {
+ provoking_index = "v[2 - (gl_PrimitiveIDIn & 1)]";
+ } else if (state->primitive_mode == PRIM_TYPE_TRIANGLE_FAN) {
+ provoking_index = "v[1]";
+ } else {
+ provoking_index = "v[2]";
+ }
+ need_triz = true;
layout_in = "layout(triangles) in;\n";
- layout_out = "layout(line_strip, max_vertices = 4) out;\n";
- body = " if (gl_PrimitiveIDIn == 0) {\n"
- " emit_vertex(0, 0);\n"
- " }\n"
- " emit_vertex(1, 0);\n"
- " emit_vertex(2, 0);\n"
- " emit_vertex(0, 0);\n"
- " EndPrimitive();\n";
+ if (polygon_mode == POLY_MODE_FILL) {
+ layout_out = "layout(triangle_strip, max_vertices = 3) out;\n";
+ body = " mat4 pz = calc_triz(v[0], v[1], v[2]);\n"
+ " emit_vertex(v[0], pz);\n"
+ " emit_vertex(v[1], pz);\n"
+ " emit_vertex(v[2], pz);\n"
+ " EndPrimitive();\n";
+ } else if (polygon_mode == POLY_MODE_LINE) {
+ need_linez = true;
+ layout_out = "layout(line_strip, max_vertices = 6) out;\n";
+ body = " float dz = calc_triz(v[0], v[1], v[2])[3].x;\n"
+ " emit_line(v[0], v[1], dz);\n"
+ " emit_line(v[1], v[2], dz);\n"
+ " emit_line(v[2], v[0], dz);\n";
+ } else {
+ assert(polygon_mode == POLY_MODE_POINT);
+ layout_out = "layout(points, max_vertices = 3) out;\n";
+ body = " mat4 pz = calc_triz(v[0], v[1], v[2]);\n"
+ " emit_vertex(v[0], mat4(pz[0], pz[0], pz[0], pz[3]));\n"
+ " EndPrimitive();\n"
+ " emit_vertex(v[1], mat4(pz[1], pz[1], pz[1], pz[3]));\n"
+ " EndPrimitive();\n"
+ " emit_vertex(v[2], mat4(pz[2], pz[2], pz[2], pz[3]));\n"
+ " EndPrimitive();\n";
+ }
break;
case PRIM_TYPE_QUADS:
+ provoking_index = "3";
+ need_quadz = true;
layout_in = "layout(lines_adjacency) in;\n";
- if (polygon_mode == POLY_MODE_LINE) {
- layout_out = "layout(line_strip, max_vertices = 5) out;\n";
- body = " emit_vertex(0, 3);\n"
- " emit_vertex(1, 3);\n"
- " emit_vertex(2, 3);\n"
- " emit_vertex(3, 3);\n"
- " emit_vertex(0, 3);\n"
- " EndPrimitive();\n";
- } else if (polygon_mode == POLY_MODE_FILL) {
- layout_out = "layout(triangle_strip, max_vertices = 4) out;\n";
- body = " emit_vertex(3, 3);\n"
- " emit_vertex(0, 3);\n"
- " emit_vertex(2, 3);\n"
- " emit_vertex(1, 3);\n"
+ if (polygon_mode == POLY_MODE_FILL) {
+ layout_out = "layout(triangle_strip, max_vertices = 6) out;\n";
+ body = " mat4 pz, pz2;\n"
+ " calc_quadz(0, 1, 2, 3, pz, pz2);\n"
+ " emit_vertex(1, pz);\n"
+ " emit_vertex(2, pz);\n"
+ " emit_vertex(0, pz);\n"
+ " EndPrimitive();\n"
+ " emit_vertex(2, pz2);\n"
+ " emit_vertex(3, pz2);\n"
+ " emit_vertex(0, pz2);\n"
" EndPrimitive();\n";
+ } else if (polygon_mode == POLY_MODE_LINE) {
+ need_linez = true;
+ layout_out = "layout(line_strip, max_vertices = 8) out;\n";
+ body = " mat4 pz, pzs;\n"
+ " calc_quadz(0, 1, 2, 3, pz, pzs);\n"
+ " emit_line(0, 1, pz[3].x);\n"
+ " emit_line(1, 2, pz[3].x);\n"
+ " emit_line(2, 3, pzs[3].x);\n"
+ " emit_line(3, 0, pzs[3].x);\n";
} else {
- assert(false);
- return NULL;
+ assert(polygon_mode == POLY_MODE_POINT);
+ layout_out = "layout(points, max_vertices = 4) out;\n";
+ body = " mat4 pz, pz2;\n"
+ " calc_quadz(0, 1, 2, 3, pz, pz2);\n"
+ " emit_vertex(0, mat4(pz[0], pz[0], pz[0], pz[3]));\n"
+ " EndPrimitive();\n"
+ " emit_vertex(1, mat4(pz[1], pz[1], pz[1], pz[3]));\n"
+ " EndPrimitive();\n"
+ " emit_vertex(2, mat4(pz[2], pz[2], pz[2], pz[3]));\n"
+ " EndPrimitive();\n"
+ " emit_vertex(3, mat4(pz2[2], pz2[2], pz2[2], pz2[3]));\n"
+ " EndPrimitive();\n";
}
break;
case PRIM_TYPE_QUAD_STRIP:
+ provoking_index = "3";
+ need_quadz = true;
layout_in = "layout(lines_adjacency) in;\n";
- if (polygon_mode == POLY_MODE_LINE) {
- layout_out = "layout(line_strip, max_vertices = 5) out;\n";
+ if (polygon_mode == POLY_MODE_FILL) {
+ layout_out = "layout(triangle_strip, max_vertices = 6) out;\n";
body = " if ((gl_PrimitiveIDIn & 1) != 0) { return; }\n"
- " if (gl_PrimitiveIDIn == 0) {\n"
- " emit_vertex(0, 3);\n"
- " }\n"
- " emit_vertex(1, 3);\n"
- " emit_vertex(3, 3);\n"
- " emit_vertex(2, 3);\n"
- " emit_vertex(0, 3);\n"
+ " mat4 pz, pz2;\n"
+ " calc_quadz(2, 0, 1, 3, pz, pz2);\n"
+ " emit_vertex(0, pz);\n"
+ " emit_vertex(1, pz);\n"
+ " emit_vertex(2, pz);\n"
+ " EndPrimitive();\n"
+ " emit_vertex(2, pz2);\n"
+ " emit_vertex(1, pz2);\n"
+ " emit_vertex(3, pz2);\n"
" EndPrimitive();\n";
- } else if (polygon_mode == POLY_MODE_FILL) {
- layout_out = "layout(triangle_strip, max_vertices = 4) out;\n";
+ } else if (polygon_mode == POLY_MODE_LINE) {
+ need_linez = true;
+ layout_out = "layout(line_strip, max_vertices = 8) out;\n";
body = " if ((gl_PrimitiveIDIn & 1) != 0) { return; }\n"
- " emit_vertex(0, 3);\n"
- " emit_vertex(1, 3);\n"
- " emit_vertex(2, 3);\n"
- " emit_vertex(3, 3);\n"
- " EndPrimitive();\n";
+ " mat4 pz, pzs;\n"
+ " calc_quadz(2, 0, 1, 3, pz, pzs);\n"
+ " emit_line(0, 1, pz[3].x);\n"
+ " emit_line(1, 3, pzs[3].x);\n"
+ " emit_line(3, 2, pzs[3].x);\n"
+ " emit_line(2, 0, pz[3].x);\n";
} else {
- assert(false);
- return NULL;
+ assert(polygon_mode == POLY_MODE_POINT);
+ layout_out = "layout(points, max_vertices = 4) out;\n";
+ body = " if ((gl_PrimitiveIDIn & 1) != 0) { return; }\n"
+ " mat4 pz, pz2;\n"
+ " calc_quadz(2, 0, 1, 3, pz, pz2);\n"
+ " emit_vertex(0, mat4(pz[1], pz[1], pz[1], pz[3]));\n"
+ " EndPrimitive();\n"
+ " emit_vertex(1, mat4(pz[2], pz[2], pz[2], pz[3]));\n"
+ " EndPrimitive();\n"
+ " emit_vertex(2, mat4(pz[0], pz[0], pz[0], pz[3]));\n"
+ " EndPrimitive();\n"
+ " emit_vertex(3, mat4(pz2[2], pz2[2], pz2[2], pz2[3]));\n"
+ " EndPrimitive();\n";
}
break;
case PRIM_TYPE_POLYGON:
- if (polygon_mode == POLY_MODE_LINE) {
- return NULL;
- }
if (polygon_mode == POLY_MODE_FILL) {
- if (state->smooth_shading) {
- return NULL;
- }
+ provoking_index = "v[2]";
+ need_triz = true;
layout_in = "layout(triangles) in;\n";
layout_out = "layout(triangle_strip, max_vertices = 3) out;\n";
- body = " emit_vertex(0, 2);\n"
- " emit_vertex(1, 2);\n"
- " emit_vertex(2, 2);\n"
+ body = " mat4 pz = calc_triz(v[0], v[1], v[2]);\n"
+ " emit_vertex(v[0], pz);\n"
+ " emit_vertex(v[1], pz);\n"
+ " emit_vertex(v[2], pz);\n"
" EndPrimitive();\n";
+ } else if (polygon_mode == POLY_MODE_LINE) {
+ provoking_index = "0";
+ need_linez = true;
+ /* FIXME: input here is lines and not triangles so we cannot
+ * calculate triangle plane slope. Also, the first vertex of the
+ * polygon is unavailable so flat shading provoking vertex is
+ * wrong.
+ */
+ layout_in = "layout(lines) in;\n";
+ layout_out = "layout(line_strip, max_vertices = 2) out;\n";
+ body = " emit_line(0, 1, 0.0);\n";
} else {
assert(false);
return NULL;
@@ -253,6 +301,8 @@ MString *pgraph_glsl_gen_geom(const GeomState *state, GenGeomGlslOptions opts)
mstring_from_fmt("#version %d\n\n"
"%s"
"%s"
+ "\n"
+ "#define v_vtxPos v_vtxPos0\n"
"\n",
opts.vulkan ? 450 : 400, layout_in, layout_out);
pgraph_glsl_get_vtx_header(output, opts.vulkan, state->smooth_shading, true,
@@ -260,46 +310,144 @@ MString *pgraph_glsl_gen_geom(const GeomState *state, GenGeomGlslOptions opts)
pgraph_glsl_get_vtx_header(output, opts.vulkan, state->smooth_shading,
false, false, false);
+ char vertex_order_buf[80];
+ const char *vertex_order_body = "";
+
+ if (need_triz) {
+ /* Input triangle absolute vertex order is not guaranteed by OpenGL
+ * or Vulkan, only winding order is. Reorder vertices here to first
+ * vertex convention which we assumed above when setting
+ * provoking_index. This mostly only matters with flat shading, but
+ * we reorder always to get consistent results across GPU vendors
+ * regarding floating-point rounding when calculating with vtxPos0/1/2.
+ */
+ mstring_append(output, "ivec3 v;\n");
+ if (state->tri_rot0 == state->tri_rot1) {
+ snprintf(vertex_order_buf, sizeof(vertex_order_buf), " v = %s;\n",
+ get_vertex_order(state->tri_rot0));
+ } else {
+ snprintf(vertex_order_buf, sizeof(vertex_order_buf),
+ " v = (gl_PrimitiveIDIn & 1) == 0 ? %s : %s;\n",
+ get_vertex_order(state->tri_rot0),
+ get_vertex_order(state->tri_rot1));
+ }
+ vertex_order_body = vertex_order_buf;
+ }
+
if (state->smooth_shading) {
- mstring_append(output,
- "void emit_vertex(int index, int _unused) {\n"
- " gl_Position = gl_in[index].gl_Position;\n"
- " gl_PointSize = gl_in[index].gl_PointSize;\n"
- " vtxD0 = v_vtxD0[index];\n"
- " vtxD1 = v_vtxD1[index];\n"
- " vtxB0 = v_vtxB0[index];\n"
- " vtxB1 = v_vtxB1[index];\n"
- " vtxFog = v_vtxFog[index];\n"
- " vtxT0 = v_vtxT0[index];\n"
- " vtxT1 = v_vtxT1[index];\n"
- " vtxT2 = v_vtxT2[index];\n"
- " vtxT3 = v_vtxT3[index];\n"
- " EmitVertex();\n"
- "}\n");
- } else {
- mstring_append(output,
- "void emit_vertex(int index, int provoking_index) {\n"
- " gl_Position = gl_in[index].gl_Position;\n"
- " gl_PointSize = gl_in[index].gl_PointSize;\n"
- " vtxD0 = v_vtxD0[provoking_index];\n"
- " vtxD1 = v_vtxD1[provoking_index];\n"
- " vtxB0 = v_vtxB0[provoking_index];\n"
- " vtxB1 = v_vtxB1[provoking_index];\n"
- " vtxFog = v_vtxFog[index];\n"
- " vtxT0 = v_vtxT0[index];\n"
- " vtxT1 = v_vtxT1[index];\n"
- " vtxT2 = v_vtxT2[index];\n"
- " vtxT3 = v_vtxT3[index];\n"
- " EmitVertex();\n"
- "}\n");
+ provoking_index = "index";
+ }
+
+ mstring_append_fmt(
+ output,
+ "void emit_vertex(int index, mat4 pz) {\n"
+ " gl_Position = gl_in[index].gl_Position;\n"
+ " gl_PointSize = gl_in[index].gl_PointSize;\n"
+ " vtxD0 = v_vtxD0[%s];\n"
+ " vtxD1 = v_vtxD1[%s];\n"
+ " vtxB0 = v_vtxB0[%s];\n"
+ " vtxB1 = v_vtxB1[%s];\n"
+ " vtxFog = v_vtxFog[index];\n"
+ " vtxT0 = v_vtxT0[index];\n"
+ " vtxT1 = v_vtxT1[index];\n"
+ " vtxT2 = v_vtxT2[index];\n"
+ " vtxT3 = v_vtxT3[index];\n"
+ " vtxPos0 = pz[0];\n"
+ " vtxPos1 = pz[1];\n"
+ " vtxPos2 = pz[2];\n"
+ " triMZ = (isnan(pz[3].x) || isinf(pz[3].x)) ? 0.0 : pz[3].x;\n"
+ " EmitVertex();\n"
+ "}\n",
+ provoking_index,
+ provoking_index,
+ provoking_index,
+ provoking_index);
+
+ if (need_triz || need_quadz) {
+ mstring_append(
+ output,
+ // Kahan's algorithm for computing a*b - c*d using FMA for higher
+ // precision. See e.g.:
+ // Muller et al, "Handbook of Floating-Point Arithmetic", 2nd ed.
+ // or
+ // Claude-Pierre Jeannerod, Nicolas Louvet, and Jean-Michel Muller,
+ // Further analysis of Kahan's algorithm for the accurate
+ // computation of 2x2 determinants,
+ // Mathematics of Computation 82(284), October 2013.
+ "float kahan_det(float a, float b, float c, float d) {\n"
+ " precise float cd = c*d;\n"
+ " precise float err = fma(-c, d, cd);\n"
+ " precise float res = fma(a, b, -cd) + err;\n"
+ " return res;\n"
+ "}\n");
+
+ if (state->z_perspective) {
+ mstring_append(
+ output,
+ "mat4 calc_triz(int i0, int i1, int i2) {\n"
+ " mat2 m = mat2(v_vtxPos[i1].xy - v_vtxPos[i0].xy,\n"
+ " v_vtxPos[i2].xy - v_vtxPos[i0].xy);\n"
+ " precise vec2 b = vec2(v_vtxPos[i0].w - v_vtxPos[i1].w,\n"
+ " v_vtxPos[i0].w - v_vtxPos[i2].w);\n"
+ " b /= vec2(v_vtxPos[i1].w, v_vtxPos[i2].w) * v_vtxPos[i0].w;\n"
+ // The following computes dzx and dzy same as
+ // vec2 dz = b * inverse(m);
+ " float det = kahan_det(m[0].x, m[1].y, m[1].x, m[0].y);\n"
+ " float dzx = kahan_det(b.x, m[1].y, b.y, m[0].y) / det;\n"
+ " float dzy = kahan_det(b.y, m[0].x, b.x, m[1].x) / det;\n"
+ " float dz = max(abs(dzx), abs(dzy));\n"
+ " return mat4(v_vtxPos[i0], v_vtxPos[i1], v_vtxPos[i2], dz, vec3(0.0));\n"
+ "}\n");
+ } else {
+ mstring_append(
+ output,
+ "mat4 calc_triz(int i0, int i1, int i2) {\n"
+ " mat2 m = mat2(v_vtxPos[i1].xy - v_vtxPos[i0].xy,\n"
+ " v_vtxPos[i2].xy - v_vtxPos[i0].xy);\n"
+ " precise vec2 b = vec2(v_vtxPos[i1].z - v_vtxPos[i0].z,\n"
+ " v_vtxPos[i2].z - v_vtxPos[i0].z);\n"
+ // The following computes dzx and dzy same as
+ // vec2 dz = b * inverse(m);
+ " float det = kahan_det(m[0].x, m[1].y, m[1].x, m[0].y);\n"
+ " float dzx = kahan_det(b.x, m[1].y, b.y, m[0].y) / det;\n"
+ " float dzy = kahan_det(b.y, m[0].x, b.x, m[1].x) / det;\n"
+ " float dz = max(abs(dzx), abs(dzy));\n"
+ " return mat4(v_vtxPos[i0], v_vtxPos[i1], v_vtxPos[i2], dz, vec3(0.0));\n"
+ "}\n");
+ }
+ }
+
+ if (need_linez) {
+ mstring_append(
+ output,
+ // Calculate a third vertex by rotating 90 degrees so that triangle
+ // interpolation in fragment shader can be used as is for lines.
+ "void emit_line(int i0, int i1, float dz) {\n"
+ " vec2 delta = v_vtxPos[i1].xy - v_vtxPos[i0].xy;\n"
+ " vec2 v2 = vec2(-delta.y, delta.x) + v_vtxPos[i0].xy;\n"
+ " mat4 pz = mat4(v_vtxPos[i0], v_vtxPos[i1], v2, v_vtxPos[i0].zw, dz, vec3(0.0));\n"
+ " emit_vertex(i0, pz);\n"
+ " emit_vertex(i1, pz);\n"
+ " EndPrimitive();\n"
+ "}\n");
+ }
+
+ if (need_quadz) {
+ mstring_append(
+ output,
+ "void calc_quadz(int i0, int i1, int i2, int i3, out mat4 triz1, out mat4 triz2) {\n"
+ " triz1 = calc_triz(i0, i1, i2);\n"
+ " triz2 = calc_triz(i0, i2, i3);\n"
+ "}\n");
}
mstring_append_fmt(output,
"\n"
"void main() {\n"
"%s"
+ "%s"
"}\n",
- body);
+ vertex_order_body, body);
return output;
}
diff --git a/hw/xbox/nv2a/pgraph/glsl/geom.h b/hw/xbox/nv2a/pgraph/glsl/geom.h
index 41ff255161..a00302f39b 100644
--- a/hw/xbox/nv2a/pgraph/glsl/geom.h
+++ b/hw/xbox/nv2a/pgraph/glsl/geom.h
@@ -30,6 +30,10 @@ typedef struct {
enum ShaderPolygonMode polygon_front_mode;
enum ShaderPolygonMode polygon_back_mode;
bool smooth_shading;
+ bool first_vertex_is_provoking;
+ bool z_perspective;
+ short tri_rot0;
+ short tri_rot1;
} GeomState;
typedef struct GenGeomGlslOptions {
diff --git a/hw/xbox/nv2a/pgraph/glsl/psh.c b/hw/xbox/nv2a/pgraph/glsl/psh.c
index 7484b2aa10..ddf04be25c 100644
--- a/hw/xbox/nv2a/pgraph/glsl/psh.c
+++ b/hw/xbox/nv2a/pgraph/glsl/psh.c
@@ -209,6 +209,26 @@ void pgraph_glsl_set_psh_state(PGRAPHState *pg, PshState *state)
state->conv_tex[i] = kernel;
}
+
+ state->surface_zeta_format = pg->surface_shape.zeta_format;
+ unsigned int z_format = GET_MASK(pgraph_reg_r(pg, NV_PGRAPH_SETUPRASTER),
+ NV_PGRAPH_SETUPRASTER_Z_FORMAT);
+
+ switch (pg->surface_shape.zeta_format) {
+ case NV097_SET_SURFACE_FORMAT_ZETA_Z16:
+ state->depth_format =
+ z_format ? DEPTH_FORMAT_F16 : DEPTH_FORMAT_D16;
+ break;
+ case NV097_SET_SURFACE_FORMAT_ZETA_Z24S8:
+ state->depth_format =
+ z_format ? DEPTH_FORMAT_F24 : DEPTH_FORMAT_D24;
+ break;
+ default:
+ fprintf(stderr, "Unknown zeta surface format: 0x%x\n",
+ pg->surface_shape.zeta_format);
+ assert(false);
+ break;
+ }
}
struct InputInfo {
@@ -875,6 +895,23 @@ static MString* psh_convert(struct PixelShader *ps)
"vec3 dotmap_hilo_hemisphere(vec4 col) {\n"
" return col.rgb;\n" // FIXME
"}\n"
+ // Kahan's algorithm for computing determinant using FMA for higher
+ // precision. See e.g.:
+ // Muller et al, "Handbook of Floating-Point Arithmetic", 2nd ed.
+ // or
+ // Claude-Pierre Jeannerod, Nicolas Louvet, and Jean-Michel Muller,
+ // Further analysis of Kahan's algorithm for the accurate
+ // computation of 2x2 determinants,
+ // Mathematics of Computation 82(284), October 2013.
+ "float kahan_det(vec2 a, vec2 b) {\n"
+ " precise float cd = a.y*b.x;\n"
+ " precise float err = fma(-a.y, b.x, cd);\n"
+ " precise float res = fma(a.x, b.y, -cd) + err;\n"
+ " return res;\n"
+ "}\n"
+ "float area(vec2 a, vec2 b, vec2 c) {\n"
+ " return kahan_det(b - a, c - a);\n"
+ "}\n"
"const float[9] gaussian3x3 = float[9](\n"
" 1.0/16.0, 2.0/16.0, 1.0/16.0,\n"
" 2.0/16.0, 4.0/16.0, 2.0/16.0,\n"
@@ -911,45 +948,69 @@ static MString* psh_convert(struct PixelShader *ps)
"}\n");
}
+ if (ps->state->z_perspective) {
+ mstring_append(
+ clip,
+ "vec2 unscaled_xy = gl_FragCoord.xy / surfaceScale;\n"
+ "precise float bc0 = area(unscaled_xy, vtxPos1.xy, vtxPos2.xy);\n"
+ "precise float bc1 = area(unscaled_xy, vtxPos2.xy, vtxPos0.xy);\n"
+ "precise float bc2 = area(unscaled_xy, vtxPos0.xy, vtxPos1.xy);\n"
+ "bc0 /= vtxPos0.w;\n"
+ "bc1 /= vtxPos1.w;\n"
+ "bc2 /= vtxPos2.w;\n"
+ "float inv_bcsum = 1.0 / (bc0 + bc1 + bc2);\n"
+ // Denominator can be zero in case the rasterized primitive is a
+ // point or a degenerate line or triangle.
+ "if (isinf(inv_bcsum)) {\n"
+ " inv_bcsum = 0.0;\n"
+ "}\n"
+ "bc1 *= inv_bcsum;\n"
+ "bc2 *= inv_bcsum;\n"
+ "precise float zvalue = vtxPos0.w + (bc1*(vtxPos1.w - vtxPos0.w) + bc2*(vtxPos2.w - vtxPos0.w));\n"
+ // If GPU clipping is inaccurate, the point gl_FragCoord.xy might
+ // be above the horizon of the plane of a rasterized triangle
+ // making the interpolated w-coordinate above zero or negative. We
+ // should prevent such wrapping through infinity by clamping to
+ // infinity.
+ "if (zvalue > 0.0) {\n"
+ " float zslopeofs = depthFactor*triMZ*zvalue*zvalue;\n"
+ " zvalue += depthOffset;\n"
+ " zvalue += zslopeofs;\n"
+ "} else {\n"
+ " zvalue = uintBitsToFloat(0x7F7FFFFFu);\n"
+ "}\n"
+ "if (isnan(zvalue)) {\n"
+ " zvalue = uintBitsToFloat(0x7F7FFFFFu);\n"
+ "}\n");
+ } else {
+ mstring_append(
+ clip,
+ "vec2 unscaled_xy = gl_FragCoord.xy / surfaceScale;\n"
+ "precise float bc0 = area(unscaled_xy, vtxPos1.xy, vtxPos2.xy);\n"
+ "precise float bc1 = area(unscaled_xy, vtxPos2.xy, vtxPos0.xy);\n"
+ "precise float bc2 = area(unscaled_xy, vtxPos0.xy, vtxPos1.xy);\n"
+ "float inv_bcsum = 1.0 / (bc0 + bc1 + bc2);\n"
+ // Denominator can be zero in case the rasterized primitive is a
+ // point or a degenerate line or triangle.
+ "if (isinf(inv_bcsum)) {\n"
+ " inv_bcsum = 0.0;\n"
+ "}\n"
+ "bc1 *= inv_bcsum;\n"
+ "bc2 *= inv_bcsum;\n"
+ "precise float zvalue = vtxPos0.z + (bc1*(vtxPos1.z - vtxPos0.z) + bc2*(vtxPos2.z - vtxPos0.z));\n"
+ "zvalue += depthOffset;\n"
+ "zvalue += depthFactor*triMZ;\n");
+ }
+
+ /* Depth clipping */
if (ps->state->depth_clipping) {
- if (ps->state->z_perspective) {
- mstring_append(
- clip, "float zvalue = 1.0/gl_FragCoord.w + depthOffset;\n"
- "if (zvalue < clipRange.z || clipRange.w < zvalue) {\n"
- " discard;\n"
- "}\n");
- } else {
- /* Take care of floating point precision problems. MS dashboard
- * outputs exactly 0.0 z-coordinates and then our fixed function
- * vertex shader outputs -w as the z-coordinate when OpenGL is
- * used. Since -w/w = -1, this should give us exactly 0.0 as
- * gl_FragCoord.z here. Unfortunately, with AMD Radeon RX 6600 the
- * result is slightly greater than 0. MS dashboard sets the clip
- * range to [0.0, 0.0] and so the imprecision causes unwanted
- * clipping. Note that since Vulkan uses NDC range [0,1] it
- * doesn't suffer from this problem with Radeon. Also, despite the
- * imprecision OpenGL Radeon writes the correct value 0 to the depth
- * buffer (if writing is enabled.) Radeon appears to write floored
- * values. To compare, Intel integrated UHD 770 has gl_FragCoord.z
- * exactly 0 (and writes rounded to closest integer values to the
- * depth buffer.) Radeon OpenGL problem could also be fixed by using
- * glClipControl(), but it requires OpenGL 4.5.
- * Above is based on experiments with Linux and Mesa.
- */
- if (ps->opts.vulkan) {
- mstring_append(
- clip, "if (gl_FragCoord.z*clipRange.y < clipRange.z ||\n"
- " gl_FragCoord.z*clipRange.y > clipRange.w) {\n"
- " discard;\n"
- "}\n");
- } else {
- mstring_append(
- clip, "if ((gl_FragCoord.z + 1.0f/16777216.0f)*clipRange.y < clipRange.z ||\n"
- " (gl_FragCoord.z - 1.0f/16777216.0f)*clipRange.y > clipRange.w) {\n"
- " discard;\n"
- "}\n");
- }
- }
+ mstring_append(
+ clip, "if (zvalue < clipRange.z || clipRange.w < zvalue) {\n"
+ " discard;\n"
+ "}\n");
+ } else {
+ mstring_append(
+ clip, "zvalue = clamp(zvalue, clipRange.z, clipRange.w);\n");
}
MString *vars = mstring_new();
@@ -1334,21 +1395,33 @@ static MString* psh_convert(struct PixelShader *ps)
}
}
- if (ps->state->z_perspective) {
- if (!ps->state->depth_clipping) {
- mstring_append(ps->code,
- "float zvalue = 1.0/gl_FragCoord.w + depthOffset;\n");
- }
- /* TODO: With integer depth buffers Xbox hardware floors values and so
- * does Radeon, but Intel UHD 770 rounds to nearest. Should probably
- * floor here explicitly (in some way that doesn't also cause
- * imprecision issues due to division by clipRange.y)
- */
- mstring_append(ps->code,
- "gl_FragDepth = clamp(zvalue, clipRange.z, clipRange.w)/clipRange.y;\n");
- } else if (!ps->state->depth_clipping) {
- mstring_append(ps->code,
- "gl_FragDepth = clamp(gl_FragCoord.z, clipRange.z/clipRange.y, clipRange.w/clipRange.y);\n");
+ /* With integer depth buffers Xbox hardware floors values. For gl_FragDepth
+ * range [0,1] Radeon floors values to integer depth buffer, but Intel UHD
+ * 770 rounds to nearest. For 24-bit OpenGL/Vulkan integer depth buffer,
+ * we divide the desired depth integer value by 16777216.0, then add 1 in
+ * integer bit representation to get the same result as dividing the
+ * desired depth integer by 16777215.0 would give. (GPUs can't divide by
+ * 16777215.0, only multiply by 1.0/16777215.0 which gives different results
+ * due to rounding.)
+ */
+
+ switch (ps->state->depth_format) {
+ case DEPTH_FORMAT_D16:
+ // 16-bit unsigned int
+ mstring_append(
+ ps->code,
+ "gl_FragDepth = floor(zvalue) / 65535.0;\n");
+ break;
+ case DEPTH_FORMAT_D24:
+ // 24-bit unsigned int
+ mstring_append(
+ ps->code,
+ "gl_FragDepth = uintBitsToFloat(floatBitsToUint(floor(zvalue) / 16777216.0) + 1u);\n");
+ break;
+ default:
+ // TODO: handle floating-point depth buffers properly
+ mstring_append(ps->code, "gl_FragDepth = zvalue / clipRange.y;\n");
+ break;
}
MString *final = mstring_new();
@@ -1542,31 +1615,62 @@ void pgraph_glsl_set_psh_uniform_values(PGRAPHState *pg,
pgraph_glsl_set_clip_range_uniform_value(pg, values->clipRange[0]);
}
+ bool polygon_offset_enabled = false;
+ if (pg->primitive_mode >= PRIM_TYPE_TRIANGLES) {
+ uint32_t raster = pgraph_reg_r(pg, NV_PGRAPH_SETUPRASTER);
+ uint32_t polygon_mode =
+ GET_MASK(raster, NV_PGRAPH_SETUPRASTER_FRONTFACEMODE);
+
+ if ((polygon_mode == NV_PGRAPH_SETUPRASTER_FRONTFACEMODE_FILL &&
+ (raster & NV_PGRAPH_SETUPRASTER_POFFSETFILLENABLE)) ||
+ (polygon_mode == NV_PGRAPH_SETUPRASTER_FRONTFACEMODE_LINE &&
+ (raster & NV_PGRAPH_SETUPRASTER_POFFSETLINEENABLE)) ||
+ (polygon_mode == NV_PGRAPH_SETUPRASTER_FRONTFACEMODE_POINT &&
+ (raster & NV_PGRAPH_SETUPRASTER_POFFSETPOINTENABLE))) {
+ polygon_offset_enabled = true;
+ }
+ }
+
if (locs[PshUniform_depthOffset] != -1) {
float zbias = 0.0f;
- if (pgraph_reg_r(pg, NV_PGRAPH_SETUPRASTER) &
- (NV_PGRAPH_SETUPRASTER_POFFSETFILLENABLE |
- NV_PGRAPH_SETUPRASTER_POFFSETLINEENABLE |
- NV_PGRAPH_SETUPRASTER_POFFSETPOINTENABLE)) {
+ if (polygon_offset_enabled) {
uint32_t zbias_u32 = pgraph_reg_r(pg, NV_PGRAPH_ZOFFSETBIAS);
zbias = *(float *)&zbias_u32;
-
- if (pgraph_reg_r(pg, NV_PGRAPH_ZOFFSETFACTOR) != 0 &&
- (pgraph_reg_r(pg, NV_PGRAPH_CONTROL_0) &
- NV_PGRAPH_CONTROL_0_Z_PERSPECTIVE_ENABLE)) {
- /* TODO: emulate zfactor when z_perspective true, i.e.
- * w-buffering. Perhaps calculate an additional offset based on
- * triangle orientation in geometry shader and pass the result
- * to fragment shader and add it to gl_FragDepth as well.
- */
- NV2A_UNIMPLEMENTED("NV_PGRAPH_ZOFFSETFACTOR for w-buffering");
- }
}
values->depthOffset[0] = zbias;
}
+ if (locs[PshUniform_depthFactor] != -1) {
+ float zfactor = 0.0f;
+
+ if (polygon_offset_enabled) {
+ uint32_t zfactor_u32 = pgraph_reg_r(pg, NV_PGRAPH_ZOFFSETFACTOR);
+ zfactor = *(float *)&zfactor_u32;
+ if (zfactor != 0.0f &&
+ (pgraph_reg_r(pg, NV_PGRAPH_CONTROL_0) &
+ NV_PGRAPH_CONTROL_0_Z_PERSPECTIVE_ENABLE)) {
+ /* FIXME: for w-buffering, polygon slope in screen-space is
+ * computed per-pixel, but Xbox appears to use constant that
+ * is the polygon slope at the first visible pixel in top-left
+ * order.
+ */
+ NV2A_UNIMPLEMENTED("NV_PGRAPH_ZOFFSETFACTOR only partially implemented for w-buffering");
+ }
+ }
+
+ values->depthFactor[0] = zfactor;
+ }
+
+ if (locs[PshUniform_surfaceScale] != -1) {
+ unsigned int wscale = 1, hscale = 1;
+ pgraph_apply_anti_aliasing_factor(pg, &wscale, &hscale);
+ pgraph_apply_scaling_factor(pg, &wscale, &hscale);
+ values->surfaceScale[0][0] = wscale;
+ values->surfaceScale[0][1] = hscale;
+ }
+
unsigned int max_gl_width = pg->surface_binding_dim.width;
unsigned int max_gl_height = pg->surface_binding_dim.height;
pgraph_apply_scaling_factor(pg, &max_gl_width, &max_gl_height);
diff --git a/hw/xbox/nv2a/pgraph/glsl/psh.h b/hw/xbox/nv2a/pgraph/glsl/psh.h
index 1a04c53dff..84d3137a0a 100644
--- a/hw/xbox/nv2a/pgraph/glsl/psh.h
+++ b/hw/xbox/nv2a/pgraph/glsl/psh.h
@@ -27,6 +27,13 @@
typedef struct PGRAPHState PGRAPHState;
+enum PshDepthFormat {
+ DEPTH_FORMAT_D24,
+ DEPTH_FORMAT_D16,
+ DEPTH_FORMAT_F24,
+ DEPTH_FORMAT_F16,
+};
+
typedef struct PshState {
uint32_t combiner_control;
uint32_t shader_stage_program;
@@ -61,6 +68,9 @@ typedef struct PshState {
bool smooth_shading;
bool depth_clipping;
bool z_perspective;
+
+ unsigned int surface_zeta_format;
+ enum PshDepthFormat depth_format;
} PshState;
void pgraph_glsl_set_psh_state(PGRAPHState *pg, PshState *state);
@@ -75,8 +85,10 @@ void pgraph_glsl_set_psh_state(PGRAPHState *pg, PshState *state);
DECL(S, colorKey, uint, 4) \
DECL(S, colorKeyMask, uint, 4) \
DECL(S, consts, vec4, 18) \
+ DECL(S, depthFactor, float, 1) \
DECL(S, depthOffset, float, 1) \
DECL(S, fogColor, vec4, 1) \
+ DECL(S, surfaceScale, ivec2, 1) \
DECL(S, texScale, float, 4)
DECL_UNIFORM_TYPES(PshUniform, PSH_UNIFORM_DECL_X)
diff --git a/hw/xbox/nv2a/pgraph/glsl/shaders.c b/hw/xbox/nv2a/pgraph/glsl/shaders.c
index 44ed5437fc..2d6cfaf7d2 100644
--- a/hw/xbox/nv2a/pgraph/glsl/shaders.c
+++ b/hw/xbox/nv2a/pgraph/glsl/shaders.c
@@ -73,7 +73,8 @@ bool pgraph_glsl_check_shader_state_dirty(PGRAPHState *pg,
pg->swizzle_attrs != state->vsh.swizzle_attrs ||
pg->compressed_attrs != state->vsh.compressed_attrs ||
pg->primitive_mode != state->geom.primitive_mode ||
- pg->surface_scale_factor != state->vsh.surface_scale_factor) {
+ pg->surface_scale_factor != state->vsh.surface_scale_factor ||
+ pg->surface_shape.zeta_format != state->psh.surface_zeta_format) {
return true;
}
diff --git a/hw/xbox/nv2a/pgraph/glsl/vsh-ff.c b/hw/xbox/nv2a/pgraph/glsl/vsh-ff.c
index a892c2001b..703c1595c5 100644
--- a/hw/xbox/nv2a/pgraph/glsl/vsh-ff.c
+++ b/hw/xbox/nv2a/pgraph/glsl/vsh-ff.c
@@ -479,11 +479,12 @@ GLSL_DEFINE(materialEmissionColor, GLSL_LTCTXA(NV_IGRAPH_XF_LTCTXA_CM_COL) ".xyz
mstring_append(body,
" oPos = tPosition * compositeMat;\n"
- " oPos.z = oPos.z / clipRange.y;\n"
" oPos.w = clampAwayZeroInf(oPos.w);\n"
" oPos.xy /= oPos.w;\n"
" oPos.xy += c[" stringify(NV_IGRAPH_XF_XFCTX_VPOFF) "].xy;\n"
" oPos.xy = roundScreenCoords(oPos.xy);\n"
+ " vec4 vtxPos = vec4(oPos.xy, oPos.z / oPos.w, oPos.w);\n"
+ " oPos.z = oPos.z / clipRange.y;\n"
" oPos.xy = (2.0f * oPos.xy - surfaceSize) / surfaceSize;\n"
" oPos.xy *= oPos.w;\n"
);
diff --git a/hw/xbox/nv2a/pgraph/glsl/vsh-prog.c b/hw/xbox/nv2a/pgraph/glsl/vsh-prog.c
index 582194af89..4a1d57b1f1 100644
--- a/hw/xbox/nv2a/pgraph/glsl/vsh-prog.c
+++ b/hw/xbox/nv2a/pgraph/glsl/vsh-prog.c
@@ -755,10 +755,10 @@ void pgraph_glsl_gen_vsh_prog(uint16_t version, const uint32_t *tokens,
* in clip space.
*/
" oPos.xy = roundScreenCoords(oPos.xy);\n"
- " oPos.xy = (2.0f * oPos.xy - surfaceSize) / surfaceSize;\n"
-
- " oPos.z = oPos.z / clipRange.y;\n"
" oPos.w = clampAwayZeroInf(oPos.w);\n"
+ " vec4 vtxPos = oPos;\n"
+ " oPos.xy = (2.0f * oPos.xy - surfaceSize) / surfaceSize;\n"
+ " oPos.z = oPos.z / clipRange.y;\n"
/* Undo perspective divide by w.
* Note that games may also have vertex shaders that do
diff --git a/hw/xbox/nv2a/pgraph/glsl/vsh.c b/hw/xbox/nv2a/pgraph/glsl/vsh.c
index 9bce9f30bf..5b0857dc75 100644
--- a/hw/xbox/nv2a/pgraph/glsl/vsh.c
+++ b/hw/xbox/nv2a/pgraph/glsl/vsh.c
@@ -245,6 +245,10 @@ MString *pgraph_glsl_gen_vsh(const VshState *state, GenVshGlslOptions opts)
"#define vtxT1 v_vtxT1\n"
"#define vtxT2 v_vtxT2\n"
"#define vtxT3 v_vtxT3\n"
+ "#define vtxPos0 v_vtxPos0\n"
+ "#define vtxPos1 v_vtxPos1\n"
+ "#define vtxPos2 v_vtxPos2\n"
+ "#define triMZ v_triMZ\n"
);
}
mstring_append(header, "\n");
@@ -393,6 +397,10 @@ MString *pgraph_glsl_gen_vsh(const VshState *state, GenVshGlslOptions opts)
" vtxT1 = oT1;\n"
" vtxT2 = oT2;\n"
" vtxT3 = oT3;\n"
+ " vtxPos0 = vtxPos;\n"
+ " vtxPos1 = vtxPos;\n"
+ " vtxPos2 = vtxPos;\n"
+ " triMZ = 0.0;\n"
" gl_PointSize = oPts.x;\n"
);
diff --git a/hw/xbox/nv2a/pgraph/methods.h.inc b/hw/xbox/nv2a/pgraph/methods.h.inc
index d475f9b4b1..3f9e026103 100644
--- a/hw/xbox/nv2a/pgraph/methods.h.inc
+++ b/hw/xbox/nv2a/pgraph/methods.h.inc
@@ -68,6 +68,7 @@ DEF_METHOD(NV097, SET_STENCIL_OP_FAIL)
DEF_METHOD(NV097, SET_STENCIL_OP_ZFAIL)
DEF_METHOD(NV097, SET_STENCIL_OP_ZPASS)
DEF_METHOD(NV097, SET_SHADE_MODE)
+DEF_METHOD(NV097, SET_PROVOKING_VERTEX)
DEF_METHOD(NV097, SET_POLYGON_OFFSET_SCALE_FACTOR)
DEF_METHOD(NV097, SET_POLYGON_OFFSET_BIAS)
DEF_METHOD(NV097, SET_FRONT_POLYGON_MODE)
diff --git a/hw/xbox/nv2a/pgraph/pgraph.c b/hw/xbox/nv2a/pgraph/pgraph.c
index e3ecb09d12..2e93d77d9c 100644
--- a/hw/xbox/nv2a/pgraph/pgraph.c
+++ b/hw/xbox/nv2a/pgraph/pgraph.c
@@ -1534,6 +1534,13 @@ DEF_METHOD(NV097, SET_SHADE_MODE)
}
}
+DEF_METHOD(NV097, SET_PROVOKING_VERTEX)
+{
+ assert((parameter & ~1) == 0);
+ PG_SET_MASK(NV_PGRAPH_CONTROL_3, NV_PGRAPH_CONTROL_3_PROVOKING_VERTEX,
+ parameter);
+}
+
DEF_METHOD(NV097, SET_POLYGON_OFFSET_SCALE_FACTOR)
{
pgraph_reg_w(pg, NV_PGRAPH_ZOFFSETFACTOR, parameter);
diff --git a/hw/xbox/nv2a/pgraph/pgraph.h b/hw/xbox/nv2a/pgraph/pgraph.h
index 49f941d450..0449270b55 100644
--- a/hw/xbox/nv2a/pgraph/pgraph.h
+++ b/hw/xbox/nv2a/pgraph/pgraph.h
@@ -96,6 +96,15 @@ typedef struct BetaState {
uint32_t beta;
} BetaState;
+typedef struct GPUProperties {
+ struct {
+ short tri;
+ short tri_strip0;
+ short tri_strip1;
+ short tri_fan;
+ } geom_shader_winding;
+} GPUProperties;
+
typedef struct PGRAPHRenderer {
CONFIG_DISPLAY_RENDERER type;
const char *name;
@@ -122,6 +131,7 @@ typedef struct PGRAPHRenderer {
void (*set_surface_scale_factor)(NV2AState *d, unsigned int scale);
unsigned int (*get_surface_scale_factor)(NV2AState *d);
int (*get_framebuffer_surface)(NV2AState *d);
+ GPUProperties *(*get_gpu_properties)(void);
} ops;
} PGRAPHRenderer;
diff --git a/hw/xbox/nv2a/pgraph/vk/draw.c b/hw/xbox/nv2a/pgraph/vk/draw.c
index 28b8194468..d78087e56b 100644
--- a/hw/xbox/nv2a/pgraph/vk/draw.c
+++ b/hw/xbox/nv2a/pgraph/vk/draw.c
@@ -54,10 +54,6 @@ static VkPrimitiveTopology get_primitive_topology(PGRAPHState *pg)
int polygon_mode = r->shader_binding->state.geom.polygon_front_mode;
int primitive_mode = r->shader_binding->state.geom.primitive_mode;
- if (polygon_mode == POLY_MODE_POINT) {
- return VK_PRIMITIVE_TOPOLOGY_POINT_LIST;
- }
-
// FIXME: Replace with LUT
switch (primitive_mode) {
case PRIM_TYPE_POINTS:
@@ -792,27 +788,6 @@ static void create_pipeline(PGRAPHState *pg)
void *rasterizer_next_struct = NULL;
- VkPipelineRasterizationProvokingVertexStateCreateInfoEXT provoking_state;
-
- if (r->provoking_vertex_extension_enabled) {
- VkProvokingVertexModeEXT provoking_mode =
- GET_MASK(pgraph_reg_r(pg, NV_PGRAPH_CONTROL_3),
- NV_PGRAPH_CONTROL_3_SHADEMODE) ==
- NV_PGRAPH_CONTROL_3_SHADEMODE_FLAT ?
- VK_PROVOKING_VERTEX_MODE_FIRST_VERTEX_EXT :
- VK_PROVOKING_VERTEX_MODE_LAST_VERTEX_EXT;
-
- provoking_state =
- (VkPipelineRasterizationProvokingVertexStateCreateInfoEXT){
- .sType =
- VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_PROVOKING_VERTEX_STATE_CREATE_INFO_EXT,
- .provokingVertexMode = provoking_mode,
- };
- rasterizer_next_struct = &provoking_state;
- } else {
- // FIXME: Handle in shader?
- }
-
VkPipelineRasterizationStateCreateInfo rasterizer = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
.depthClampEnable = VK_TRUE,
@@ -968,27 +943,6 @@ static void create_pipeline(PGRAPHState *pg)
.pDynamicStates = dynamic_states,
};
- // /* Polygon offset */
- // /* FIXME: GL implementation-specific, maybe do this in VS? */
- // if (pgraph_reg_r(pg, NV_PGRAPH_SETUPRASTER) &
- // NV_PGRAPH_SETUPRASTER_POFFSETFILLENABLE)
- // if (pgraph_reg_r(pg, NV_PGRAPH_SETUPRASTER) &
- // NV_PGRAPH_SETUPRASTER_POFFSETLINEENABLE)
- // if (pgraph_reg_r(pg, NV_PGRAPH_SETUPRASTER) &
- // NV_PGRAPH_SETUPRASTER_POFFSETPOINTENABLE)
- if (pgraph_reg_r(pg, NV_PGRAPH_SETUPRASTER) &
- (NV_PGRAPH_SETUPRASTER_POFFSETFILLENABLE |
- NV_PGRAPH_SETUPRASTER_POFFSETLINEENABLE |
- NV_PGRAPH_SETUPRASTER_POFFSETPOINTENABLE)) {
- uint32_t zfactor_u32 = pgraph_reg_r(pg, NV_PGRAPH_ZOFFSETFACTOR);
- float zfactor = *(float *)&zfactor_u32;
- uint32_t zbias_u32 = pgraph_reg_r(pg, NV_PGRAPH_ZOFFSETBIAS);
- float zbias = *(float *)&zbias_u32;
- rasterizer.depthBiasEnable = VK_TRUE;
- rasterizer.depthBiasSlopeFactor = zfactor;
- rasterizer.depthBiasConstantFactor = zbias;
- }
-
// FIXME: Dither
// if (pgraph_reg_r(pg, NV_PGRAPH_CONTROL_0) &
// NV_PGRAPH_CONTROL_0_DITHERENABLE))
diff --git a/hw/xbox/nv2a/pgraph/vk/gpuprops.c b/hw/xbox/nv2a/pgraph/vk/gpuprops.c
new file mode 100644
index 0000000000..ecc8bb3852
--- /dev/null
+++ b/hw/xbox/nv2a/pgraph/vk/gpuprops.c
@@ -0,0 +1,608 @@
+/*
+ * Geforce NV2A PGRAPH Vulkan Renderer
+ *
+ * Copyright (c) 2024-2025 Matt Borgerson
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, see .
+ */
+
+#include "debug.h"
+#include "renderer.h"
+
+static GPUProperties pgraph_vk_gpu_properties;
+
+static const char *vertex_shader_source =
+ "#version 450\n"
+ "layout(location = 0) out vec3 v_fragColor;\n"
+ "\n"
+ "vec2 positions[11] = vec2[](\n"
+ " vec2(-0.5, -0.75),\n"
+ " vec2(-0.25, -0.25),\n"
+ " vec2(-0.75, -0.25),\n"
+ " vec2(0.25, -0.25),\n"
+ " vec2(0.25, -0.75),\n"
+ " vec2(0.75, -0.25),\n"
+ " vec2(0.75, -0.75),\n"
+ " vec2(-0.75, 0.75),\n"
+ " vec2(-0.75, 0.25),\n"
+ " vec2(-0.25, 0.25),\n"
+ " vec2(-0.25, 0.75)\n"
+ ");\n"
+ "\n"
+ "vec3 colors[11] = vec3[](\n"
+ " vec3(0.0, 0.0, 1.0),\n"
+ " vec3(0.0, 1.0, 0.0),\n"
+ " vec3(0.0, 1.0, 1.0),\n"
+ " vec3(0.0, 0.0, 1.0),\n"
+ " vec3(0.0, 1.0, 0.0),\n"
+ " vec3(0.0, 1.0, 1.0),\n"
+ " vec3(1.0, 0.0, 0.0),\n"
+ " vec3(0.0, 0.0, 1.0),\n"
+ " vec3(0.0, 1.0, 0.0),\n"
+ " vec3(0.0, 1.0, 1.0),\n"
+ " vec3(1.0, 0.0, 0.0)\n"
+ ");\n"
+ "\n"
+ "void main() {\n"
+ " gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);\n"
+ " v_fragColor = colors[gl_VertexIndex];\n"
+ "}\n";
+
+static const char *geometry_shader_source =
+ "#version 450\n"
+ "layout(triangles) in;\n"
+ "layout(triangle_strip, max_vertices = 3) out;\n"
+ "layout(location = 0) out vec3 fragColor;\n"
+ "layout(location = 0) in vec3 v_fragColor[];\n"
+ "\n"
+ "void main() {\n"
+ " for (int i = 0; i < 3; i++) {\n"
+ // This should be just:
+ // gl_Position = gl_in[i].gl_Position;
+ // fragColor = v_fragColor[0];
+ // but we apply the same Nvidia bug work around from gl/gpuprops.c
+ // to be on the safe side even if the compilers involved with
+ // Vulkan are different.
+ " gl_Position = gl_in[i].gl_Position + vec4(1.0/16384.0, 1.0/16384.0, 0.0, 0.0);\n"
+ " precise vec3 color = v_fragColor[0]*(0.999 + gl_in[i].gl_Position.x/16384.0) + v_fragColor[1]*0.00005 + v_fragColor[2]*0.00005;\n"
+ " fragColor = color;\n"
+ " EmitVertex();\n"
+ " }\n"
+ " EndPrimitive();\n"
+ "}\n";
+
+static const char *fragment_shader_source =
+ "#version 450\n"
+ "layout(location = 0) out vec4 outColor;\n"
+ "layout(location = 0) in vec3 fragColor;\n"
+ "\n"
+ "void main() {\n"
+ " outColor = vec4(fragColor, 1.0);\n"
+ "}\n";
+
+static VkPipeline create_test_pipeline(
+ NV2AState *d, VkPrimitiveTopology primitive_topology,
+ VkShaderModule vert_shader_module, VkShaderModule geom_shader_module,
+ VkShaderModule frag_shader_module, VkPipelineLayout pipeline_layout,
+ VkRenderPass render_pass, int width, int height)
+{
+ PGRAPHState *pg = &d->pgraph;
+ PGRAPHVkState *r = pg->vk_renderer_state;
+
+ VkPipelineShaderStageCreateInfo shader_stages[] = {
+ (VkPipelineShaderStageCreateInfo){
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
+ .stage = VK_SHADER_STAGE_VERTEX_BIT,
+ .module = vert_shader_module,
+ .pName = "main",
+ },
+ (VkPipelineShaderStageCreateInfo){
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
+ .stage = VK_SHADER_STAGE_GEOMETRY_BIT,
+ .module = geom_shader_module,
+ .pName = "main",
+ },
+ (VkPipelineShaderStageCreateInfo){
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
+ .stage = VK_SHADER_STAGE_FRAGMENT_BIT,
+ .module = frag_shader_module,
+ .pName = "main",
+ },
+ };
+
+ VkPipelineVertexInputStateCreateInfo vertex_input_info = {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
+ .vertexBindingDescriptionCount = 0,
+ .vertexAttributeDescriptionCount = 0,
+ };
+
+ VkPipelineInputAssemblyStateCreateInfo input_assembly = {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
+ .topology = primitive_topology,
+ .primitiveRestartEnable = VK_FALSE,
+ };
+
+ VkViewport viewport = {
+ .x = 0.0f,
+ .y = 0.0f,
+ .width = (float)width,
+ .height = (float)height,
+ .minDepth = 0.0f,
+ .maxDepth = 1.0f,
+ };
+ VkRect2D scissor = {
+ .offset = { 0, 0 },
+ .extent.width = width,
+ .extent.height = height,
+ };
+ VkPipelineViewportStateCreateInfo viewport_state = {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO,
+ .viewportCount = 1,
+ .pViewports = &viewport,
+ .scissorCount = 1,
+ .pScissors = &scissor,
+ };
+
+ VkPipelineRasterizationStateCreateInfo rasterizer = {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
+ .depthClampEnable = VK_FALSE,
+ .rasterizerDiscardEnable = VK_FALSE,
+ .polygonMode = VK_POLYGON_MODE_FILL,
+ .lineWidth = 1.0f,
+ .cullMode = VK_CULL_MODE_BACK_BIT,
+ .frontFace = VK_FRONT_FACE_CLOCKWISE,
+ .depthBiasEnable = VK_FALSE,
+ };
+
+ VkPipelineMultisampleStateCreateInfo multisampling = {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
+ .sampleShadingEnable = VK_FALSE,
+ .rasterizationSamples = VK_SAMPLE_COUNT_1_BIT,
+ };
+
+ VkPipelineColorBlendAttachmentState color_blend_attachment = {
+ .colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT |
+ VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT,
+ .blendEnable = VK_FALSE,
+ };
+
+ VkPipelineColorBlendStateCreateInfo color_blending = {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,
+ .logicOpEnable = VK_FALSE,
+ .logicOp = VK_LOGIC_OP_COPY,
+ .attachmentCount = 1,
+ .pAttachments = &color_blend_attachment,
+ .blendConstants = { 0.0f, 0.0f, 0.0f, 0.0f },
+ };
+
+ VkGraphicsPipelineCreateInfo pipeline_info = {
+ .sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
+ .stageCount = ARRAY_SIZE(shader_stages),
+ .pStages = shader_stages,
+ .pVertexInputState = &vertex_input_info,
+ .pInputAssemblyState = &input_assembly,
+ .pViewportState = &viewport_state,
+ .pRasterizationState = &rasterizer,
+ .pMultisampleState = &multisampling,
+ .pColorBlendState = &color_blending,
+ .layout = pipeline_layout,
+ .renderPass = render_pass,
+ .subpass = 0,
+ .basePipelineHandle = VK_NULL_HANDLE,
+ };
+
+ VkPipeline pipeline;
+ VK_CHECK(vkCreateGraphicsPipelines(r->device, VK_NULL_HANDLE, 1,
+ &pipeline_info, NULL, &pipeline));
+
+ return pipeline;
+}
+
+static uint8_t *render_geom_shader_triangles(NV2AState *d, int width,
+ int height)
+{
+ PGRAPHState *pg = &d->pgraph;
+ PGRAPHVkState *r = pg->vk_renderer_state;
+
+ // Create image
+ VkImageCreateInfo image_create_info = {
+ .sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
+ .imageType = VK_IMAGE_TYPE_2D,
+ .extent.width = width,
+ .extent.height = height,
+ .extent.depth = 1,
+ .mipLevels = 1,
+ .arrayLayers = 1,
+ .format = VK_FORMAT_R8G8B8A8_UNORM,
+ .tiling = VK_IMAGE_TILING_OPTIMAL,
+ .initialLayout = VK_IMAGE_LAYOUT_UNDEFINED,
+ .usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT |
+ VK_IMAGE_USAGE_TRANSFER_SRC_BIT,
+ .samples = VK_SAMPLE_COUNT_1_BIT,
+ .sharingMode = VK_SHARING_MODE_EXCLUSIVE,
+ };
+
+ VkImage offscreen_image;
+ VK_CHECK(
+ vkCreateImage(r->device, &image_create_info, NULL, &offscreen_image));
+
+ // Allocate and bind image memory
+ VkMemoryRequirements memory_requirements;
+ vkGetImageMemoryRequirements(r->device, offscreen_image,
+ &memory_requirements);
+
+ VkMemoryAllocateInfo alloc_info = {
+ .sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
+ .allocationSize = memory_requirements.size,
+ .memoryTypeIndex =
+ pgraph_vk_get_memory_type(pg, memory_requirements.memoryTypeBits,
+ VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT),
+ };
+
+ VkDeviceMemory image_memory;
+ VK_CHECK(vkAllocateMemory(r->device, &alloc_info, NULL, &image_memory));
+ VK_CHECK(vkBindImageMemory(r->device, offscreen_image, image_memory, 0));
+
+ // Create Image View
+ VkImageViewCreateInfo image_view_create_info = {
+ .sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
+ .image = offscreen_image,
+ .viewType = VK_IMAGE_VIEW_TYPE_2D,
+ .format = image_create_info.format,
+ .subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
+ .subresourceRange.levelCount = 1,
+ .subresourceRange.layerCount = 1,
+ };
+
+ VkImageView offscreen_image_view;
+ VK_CHECK(vkCreateImageView(r->device, &image_view_create_info, NULL,
+ &offscreen_image_view));
+
+ // Buffer for image CPU access
+ VkBufferCreateInfo buffer_info = {
+ .sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
+ .size = width * height * 4, // RGBA8 = 4 bytes per pixel
+ .usage = VK_BUFFER_USAGE_TRANSFER_DST_BIT,
+ .sharingMode = VK_SHARING_MODE_EXCLUSIVE,
+ };
+
+ VkBuffer cpu_buffer;
+ VK_CHECK(vkCreateBuffer(r->device, &buffer_info, NULL, &cpu_buffer));
+
+ // Allocate and bind memory for image CPU access
+ VkMemoryRequirements host_mem_requirements;
+ vkGetBufferMemoryRequirements(r->device, cpu_buffer,
+ &host_mem_requirements);
+
+ VkMemoryAllocateInfo host_alloc_info = {
+ .sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
+ .allocationSize = host_mem_requirements.size,
+ .memoryTypeIndex =
+ pgraph_vk_get_memory_type(pg, host_mem_requirements.memoryTypeBits,
+ VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT |
+ VK_MEMORY_PROPERTY_HOST_COHERENT_BIT),
+ };
+
+ VkDeviceMemory cpu_buffer_memory;
+ VK_CHECK(vkAllocateMemory(r->device, &host_alloc_info, NULL,
+ &cpu_buffer_memory));
+ VK_CHECK(vkBindBufferMemory(r->device, cpu_buffer, cpu_buffer_memory, 0));
+
+
+ VkAttachmentDescription color_attachment = {
+ .format = VK_FORMAT_R8G8B8A8_UNORM,
+ .samples = VK_SAMPLE_COUNT_1_BIT,
+ .loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR,
+ .storeOp = VK_ATTACHMENT_STORE_OP_STORE,
+ .initialLayout = VK_IMAGE_LAYOUT_UNDEFINED,
+ .finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
+ };
+
+ VkAttachmentReference color_ref = {
+ 0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL
+ };
+
+ VkSubpassDescription subpass = {
+ .pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS,
+ .colorAttachmentCount = 1,
+ .pColorAttachments = &color_ref,
+ };
+
+ VkRenderPassCreateInfo render_pass_info = {
+ .sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO,
+ .attachmentCount = 1,
+ .pAttachments = &color_attachment,
+ .subpassCount = 1,
+ .pSubpasses = &subpass,
+ };
+
+ VkRenderPass render_pass;
+ VK_CHECK(
+ vkCreateRenderPass(r->device, &render_pass_info, NULL, &render_pass));
+
+ VkFramebufferCreateInfo fb_info = {
+ .sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO,
+ .renderPass = render_pass,
+ .attachmentCount = 1,
+ .pAttachments = &offscreen_image_view,
+ .width = width,
+ .height = height,
+ .layers = 1,
+ };
+
+ VkFramebuffer framebuffer;
+ VK_CHECK(vkCreateFramebuffer(r->device, &fb_info, NULL, &framebuffer));
+
+ ShaderModuleInfo *vsh_info = pgraph_vk_create_shader_module_from_glsl(
+ r, VK_SHADER_STAGE_VERTEX_BIT, vertex_shader_source);
+ ShaderModuleInfo *geom_info = pgraph_vk_create_shader_module_from_glsl(
+ r, VK_SHADER_STAGE_GEOMETRY_BIT, geometry_shader_source);
+ ShaderModuleInfo *psh_info = pgraph_vk_create_shader_module_from_glsl(
+ r, VK_SHADER_STAGE_FRAGMENT_BIT, fragment_shader_source);
+
+ VkShaderModule vert_shader_module = vsh_info->module;
+ VkShaderModule geom_shader_module = geom_info->module;
+ VkShaderModule frag_shader_module = psh_info->module;
+
+ VkPipelineLayoutCreateInfo pipeline_layout_info = {
+ .sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
+ .setLayoutCount = 0,
+ .pushConstantRangeCount = 0,
+ };
+
+ VkPipelineLayout pipeline_layout;
+ VK_CHECK(vkCreatePipelineLayout(r->device, &pipeline_layout_info, NULL,
+ &pipeline_layout));
+
+ VkPipeline tri_pipeline = create_test_pipeline(
+ d, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, vert_shader_module,
+ geom_shader_module, frag_shader_module, pipeline_layout, render_pass,
+ width, height);
+
+ VkPipeline strip_pipeline = create_test_pipeline(
+ d, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, vert_shader_module,
+ geom_shader_module, frag_shader_module, pipeline_layout, render_pass,
+ width, height);
+
+ VkPipeline fan_pipeline = create_test_pipeline(
+ d, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN, vert_shader_module,
+ geom_shader_module, frag_shader_module, pipeline_layout, render_pass,
+ width, height);
+
+ pgraph_vk_destroy_shader_module(r, psh_info);
+ pgraph_vk_destroy_shader_module(r, geom_info);
+ pgraph_vk_destroy_shader_module(r, vsh_info);
+
+ VkCommandBufferBeginInfo begin_info = {
+ .sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO,
+ };
+ VK_CHECK(vkBeginCommandBuffer(r->command_buffer, &begin_info));
+
+ // Begin render pass
+ VkClearValue clear_color = {
+ .color.float32 = { 0.0f, 0.0f, 0.0f, 1.0f },
+ };
+ VkRenderPassBeginInfo rp_begin = {
+ .sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
+ .renderPass = render_pass,
+ .framebuffer = framebuffer,
+ .renderArea.extent.width = width,
+ .renderArea.extent.height = height,
+ .clearValueCount = 1,
+ .pClearValues = &clear_color,
+ };
+
+ vkCmdBeginRenderPass(r->command_buffer, &rp_begin,
+ VK_SUBPASS_CONTENTS_INLINE);
+
+ vkCmdBindPipeline(r->command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
+ tri_pipeline);
+ vkCmdDraw(r->command_buffer, 3, 1, 0, 0);
+ vkCmdBindPipeline(r->command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
+ strip_pipeline);
+ vkCmdDraw(r->command_buffer, 4, 1, 3, 0);
+ vkCmdBindPipeline(r->command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
+ fan_pipeline);
+ vkCmdDraw(r->command_buffer, 4, 1, 7, 0);
+
+ vkCmdEndRenderPass(r->command_buffer);
+
+ // Synchronize and transition framebuffer for copying to CPU
+ pgraph_vk_transition_image_layout(pg, r->command_buffer, offscreen_image,
+ image_create_info.format,
+ VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
+ VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
+
+ // Copy framebuffer to CPU memory
+ VkBufferImageCopy region = {
+ .bufferOffset = 0,
+ .bufferRowLength = 0, // tightly packed
+ .bufferImageHeight = 0,
+
+ .imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
+ .imageSubresource.mipLevel = 0,
+ .imageSubresource.baseArrayLayer = 0,
+ .imageSubresource.layerCount = 1,
+
+ .imageOffset = { 0, 0, 0 },
+ .imageExtent = { width, height, 1 },
+ };
+
+ vkCmdCopyImageToBuffer(r->command_buffer, offscreen_image,
+ VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, cpu_buffer, 1,
+ ®ion);
+
+ VK_CHECK(vkEndCommandBuffer(r->command_buffer));
+
+ VkSubmitInfo submit_info = {
+ .sType = VK_STRUCTURE_TYPE_SUBMIT_INFO,
+ .commandBufferCount = 1,
+ .pCommandBuffers = &r->command_buffer,
+ };
+
+ VK_CHECK(vkQueueSubmit(r->queue, 1, &submit_info, VK_NULL_HANDLE));
+ VK_CHECK(vkQueueWaitIdle(r->queue));
+
+ void *data;
+ VK_CHECK(
+ vkMapMemory(r->device, cpu_buffer_memory, 0, VK_WHOLE_SIZE, 0, &data));
+ void *pixels = g_malloc(width * height * 4);
+ assert(pixels != NULL);
+ memcpy(pixels, data, width * height * 4);
+ vkUnmapMemory(r->device, cpu_buffer_memory);
+
+ vkDestroyPipeline(r->device, strip_pipeline, NULL);
+ vkDestroyPipeline(r->device, fan_pipeline, NULL);
+ vkDestroyPipeline(r->device, tri_pipeline, NULL);
+ vkDestroyPipelineLayout(r->device, pipeline_layout, NULL);
+ vkDestroyFramebuffer(r->device, framebuffer, NULL);
+ vkDestroyRenderPass(r->device, render_pass, NULL);
+ vkDestroyImageView(r->device, offscreen_image_view, NULL);
+ vkDestroyBuffer(r->device, cpu_buffer, NULL);
+ vkFreeMemory(r->device, cpu_buffer_memory, NULL);
+ vkDestroyImage(r->device, offscreen_image, NULL);
+ vkFreeMemory(r->device, image_memory, NULL);
+
+ return (uint8_t *)pixels;
+}
+
+static bool colors_match(int r1, int g1, int b1, int r2, int g2, int b2)
+{
+ int dr = r1 - r2;
+ int dg = g1 - g2;
+ int db = b1 - b2;
+
+ return (dr * dr + dg * dg + db * db) <= 16;
+}
+
+static int get_color_index(uint8_t *pixel)
+{
+ int r = pixel[0];
+ int g = pixel[1];
+ int b = pixel[2];
+
+ if (colors_match(r, g, b, 0, 0, 255)) {
+ return 0;
+ } else if (colors_match(r, g, b, 0, 255, 0)) {
+ return 1;
+ } else if (colors_match(r, g, b, 0, 255, 255)) {
+ return 2;
+ } else if (colors_match(r, g, b, 255, 0, 0)) {
+ return 3;
+ } else {
+ return -1;
+ }
+}
+
+static int calc_offset_from_ndc(float x, float y, int width, int height)
+{
+ int x0 = (int)((x + 1.0f) * width * 0.5f);
+ int y0 = (int)((y + 1.0f) * height * 0.5f);
+
+ x0 = MAX(x0, 0);
+ y0 = MAX(y0, 0);
+ x0 = MIN(x0, width - 1);
+ y0 = MIN(y0, height - 1);
+
+ return y0 * width + x0;
+}
+
+static void determine_triangle_winding_order(uint8_t *pixels, int width,
+ int height, GPUProperties *props)
+{
+ uint8_t *tri_pix =
+ pixels + calc_offset_from_ndc(-0.5f, -0.5f, width, height) * 4;
+ uint8_t *strip0_pix =
+ pixels + calc_offset_from_ndc(0.417f, -0.417f, width, height) * 4;
+ uint8_t *strip1_pix =
+ pixels + calc_offset_from_ndc(0.583f, -0.583f, width, height) * 4;
+ uint8_t *fan_pix =
+ pixels + calc_offset_from_ndc(-0.583f, 0.417f, width, height) * 4;
+ uint8_t *fan2_pix =
+ pixels + calc_offset_from_ndc(-0.417f, 0.583f, width, height) * 4;
+
+ int tri_rot = get_color_index(tri_pix);
+ if (tri_rot < 0 || tri_rot > 2) {
+ fprintf(stderr,
+ "Could not determine triangle rotation, got color: R=%d, G=%d, "
+ "B=%d\n",
+ tri_pix[0], tri_pix[1], tri_pix[2]);
+ tri_rot = 0;
+ }
+ props->geom_shader_winding.tri = tri_rot;
+
+ int strip0_rot = get_color_index(strip0_pix);
+ if (strip0_rot < 0 || strip0_rot > 2) {
+ fprintf(stderr,
+ "Could not determine triangle strip0 rotation, got color: "
+ "R=%d, G=%d, B=%d\n",
+ strip0_pix[0], strip0_pix[1], strip0_pix[2]);
+ strip0_rot = 0;
+ }
+ int strip1_rot = get_color_index(strip1_pix) - 1;
+ if (strip1_rot < 0 || strip1_rot > 2) {
+ fprintf(stderr,
+ "Could not determine triangle strip1 rotation, got color: "
+ "R=%d, G=%d, B=%d\n",
+ strip1_pix[0], strip1_pix[1], strip1_pix[2]);
+ strip1_rot = 0;
+ }
+ props->geom_shader_winding.tri_strip0 = strip0_rot;
+ props->geom_shader_winding.tri_strip1 = (3 - strip1_rot) % 3;
+
+ int fan_rot = get_color_index(fan_pix);
+ int fan2_rot = get_color_index(fan2_pix);
+ if (fan2_rot == 0) {
+ fan2_rot = 1;
+ }
+ fan2_rot--;
+ if (fan_rot != fan2_rot) {
+ fprintf(stderr,
+ "Unexpected inconsistency in triangle fan winding, got colors: "
+ "R=%d, G=%d, B=%d and R=%d, G=%d, B=%d\n",
+ fan_pix[0], fan_pix[1], fan_pix[2], fan2_pix[0], fan2_pix[1],
+ fan2_pix[2]);
+ fan_rot = 1;
+ }
+ if (fan_rot < 0 || fan_rot > 2) {
+ fprintf(stderr,
+ "Could not determine triangle fan rotation, got color: R=%d, "
+ "G=%d, B=%d\n",
+ fan_pix[0], fan_pix[1], fan_pix[2]);
+ fan_rot = 1;
+ }
+ props->geom_shader_winding.tri_fan = (fan_rot + 2) % 3;
+}
+
+void pgraph_vk_determine_gpu_properties(NV2AState *d)
+{
+ const int width = 640;
+ const int height = 480;
+
+ uint8_t *pixels = render_geom_shader_triangles(d, width, height);
+ determine_triangle_winding_order(pixels, width, height,
+ &pgraph_vk_gpu_properties);
+ g_free(pixels);
+
+ fprintf(stderr, "VK geometry shader winding: %d, %d, %d, %d\n",
+ pgraph_vk_gpu_properties.geom_shader_winding.tri,
+ pgraph_vk_gpu_properties.geom_shader_winding.tri_strip0,
+ pgraph_vk_gpu_properties.geom_shader_winding.tri_strip1,
+ pgraph_vk_gpu_properties.geom_shader_winding.tri_fan);
+}
+
+GPUProperties *pgraph_vk_get_gpu_properties(void)
+{
+ return &pgraph_vk_gpu_properties;
+}
diff --git a/hw/xbox/nv2a/pgraph/vk/instance.c b/hw/xbox/nv2a/pgraph/vk/instance.c
index 3d993cb735..fcada9e29b 100644
--- a/hw/xbox/nv2a/pgraph/vk/instance.c
+++ b/hw/xbox/nv2a/pgraph/vk/instance.c
@@ -401,10 +401,6 @@ static void add_optional_device_extension_names(
add_extension_if_available(available_extensions, enabled_extension_names,
VK_EXT_CUSTOM_BORDER_COLOR_EXTENSION_NAME);
- r->provoking_vertex_extension_enabled =
- add_extension_if_available(available_extensions, enabled_extension_names,
- VK_EXT_PROVOKING_VERTEX_EXTENSION_NAME);
-
r->memory_budget_extension_enabled = add_extension_if_available(
available_extensions, enabled_extension_names,
VK_EXT_MEMORY_BUDGET_EXTENSION_NAME);
@@ -570,17 +566,6 @@ static bool create_logical_device(PGRAPHState *pg, Error **errp)
void *next_struct = NULL;
- VkPhysicalDeviceProvokingVertexFeaturesEXT provoking_vertex_features;
- if (r->provoking_vertex_extension_enabled) {
- provoking_vertex_features = (VkPhysicalDeviceProvokingVertexFeaturesEXT){
- .sType =
- VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROVOKING_VERTEX_FEATURES_EXT,
- .provokingVertexLast = VK_TRUE,
- .pNext = next_struct,
- };
- next_struct = &provoking_vertex_features;
- }
-
VkPhysicalDeviceCustomBorderColorFeaturesEXT custom_border_features;
if (r->custom_border_color_extension_enabled) {
custom_border_features = (VkPhysicalDeviceCustomBorderColorFeaturesEXT){
diff --git a/hw/xbox/nv2a/pgraph/vk/meson.build b/hw/xbox/nv2a/pgraph/vk/meson.build
index 24c2474cb9..b5d75e2faa 100644
--- a/hw/xbox/nv2a/pgraph/vk/meson.build
+++ b/hw/xbox/nv2a/pgraph/vk/meson.build
@@ -9,6 +9,7 @@ specific_ss.add([sdl, volk, libglslang, vma, vulkan, spirv_reflect, gloffscreen,
'display.c',
'draw.c',
'glsl.c',
+ 'gpuprops.c',
'image.c',
'instance.c',
'renderer.c',
diff --git a/hw/xbox/nv2a/pgraph/vk/renderer.c b/hw/xbox/nv2a/pgraph/vk/renderer.c
index 3dbc724b95..4272bbceb6 100644
--- a/hw/xbox/nv2a/pgraph/vk/renderer.c
+++ b/hw/xbox/nv2a/pgraph/vk/renderer.c
@@ -62,6 +62,8 @@ static void pgraph_vk_init(NV2AState *d, Error **errp)
pgraph_vk_update_vertex_ram_buffer(&d->pgraph, 0, d->vram_ptr,
memory_region_size(d->vram));
+
+ pgraph_vk_determine_gpu_properties(d);
}
static void pgraph_vk_finalize(NV2AState *d)
@@ -227,6 +229,7 @@ static PGRAPHRenderer pgraph_vk_renderer = {
.set_surface_scale_factor = pgraph_vk_set_surface_scale_factor,
.get_surface_scale_factor = pgraph_vk_get_surface_scale_factor,
.get_framebuffer_surface = pgraph_vk_get_framebuffer_surface,
+ .get_gpu_properties = pgraph_vk_get_gpu_properties,
}
};
diff --git a/hw/xbox/nv2a/pgraph/vk/renderer.h b/hw/xbox/nv2a/pgraph/vk/renderer.h
index c2233a7b17..9f87114187 100644
--- a/hw/xbox/nv2a/pgraph/vk/renderer.h
+++ b/hw/xbox/nv2a/pgraph/vk/renderer.h
@@ -325,7 +325,6 @@ typedef struct PGRAPHVkState {
bool debug_utils_extension_enabled;
bool custom_border_color_extension_enabled;
- bool provoking_vertex_extension_enabled;
bool memory_budget_extension_enabled;
VkPhysicalDevice physical_device;
@@ -594,4 +593,8 @@ void pgraph_vk_end_nondraw_commands(PGRAPHState *pg, VkCommandBuffer cmd);
// blit.c
void pgraph_vk_image_blit(NV2AState *d);
+// gpuprops.c
+void pgraph_vk_determine_gpu_properties(NV2AState *d);
+GPUProperties *pgraph_vk_get_gpu_properties(void);
+
#endif
diff --git a/hw/xbox/nv2a/pgraph/vk/surface-compute.c b/hw/xbox/nv2a/pgraph/vk/surface-compute.c
index 54cf610402..50180eb6b9 100644
--- a/hw/xbox/nv2a/pgraph/vk/surface-compute.c
+++ b/hw/xbox/nv2a/pgraph/vk/surface-compute.c
@@ -106,7 +106,8 @@ const char *unpack_z24s8_to_d32_sfloat_s8_uint_glsl =
"void main() {\n"
" uint idx_out = gl_GlobalInvocationID.x;\n"
" uint idx_in = get_input_idx(idx_out);\n"
- " depth_out[idx_out] = float(depth_stencil_in[idx_in] >> 8) / float(0xffffff);\n"
+ // Conversion to float depth must be the same as in fragment shader
+ " depth_out[idx_out] = uintBitsToFloat(floatBitsToUint(float(depth_stencil_in[idx_in] >> 8) / 16777216.0) + 1u);\n"
" if (idx_out % 4 == 0) {\n"
" uint stencil_value = 0;\n"
" for (int i = 0; i < 4; i++) {\n" // Include next 3 pixels