[GPU] Move common-face polygon offset to draw_util
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@ -1411,7 +1411,6 @@ bool PipelineCache::GetCurrentStateDescription(
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// rasterization will be disabled externally, or the draw call will be dropped
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// early if the vertex shader doesn't export to memory.
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bool cull_front, cull_back;
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float poly_offset = 0.0f, poly_offset_scale = 0.0f;
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if (primitive_polygonal) {
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description_out.front_counter_clockwise = pa_su_sc_mode_cntl.face == 0;
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cull_front = pa_su_sc_mode_cntl.cull_front != 0;
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@ -1435,10 +1434,6 @@ bool PipelineCache::GetCurrentStateDescription(
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xenos::PolygonType::kTriangles) {
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description_out.fill_mode_wireframe = 1;
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}
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if (!edram_rov_used && pa_su_sc_mode_cntl.poly_offset_front_enable) {
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poly_offset = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_OFFSET].f32;
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poly_offset_scale = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_SCALE].f32;
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}
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}
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if (!cull_back) {
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// Back faces aren't culled.
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@ -1446,13 +1441,6 @@ bool PipelineCache::GetCurrentStateDescription(
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xenos::PolygonType::kTriangles) {
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description_out.fill_mode_wireframe = 1;
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}
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// Prefer front depth bias because in general, front faces are the ones
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// that are rendered (except for shadow volumes).
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if (!edram_rov_used && pa_su_sc_mode_cntl.poly_offset_back_enable &&
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poly_offset == 0.0f && poly_offset_scale == 0.0f) {
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poly_offset = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_BACK_OFFSET].f32;
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poly_offset_scale = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_BACK_SCALE].f32;
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}
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}
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if (pa_su_sc_mode_cntl.poly_mode != xenos::PolygonModeEnable::kDualMode) {
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description_out.fill_mode_wireframe = 0;
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@ -1461,24 +1449,23 @@ bool PipelineCache::GetCurrentStateDescription(
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// Filled front faces only, without culling.
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cull_front = false;
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cull_back = false;
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if (!edram_rov_used && pa_su_sc_mode_cntl.poly_offset_para_enable) {
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poly_offset = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_OFFSET].f32;
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poly_offset_scale = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_SCALE].f32;
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}
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}
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if (!edram_rov_used) {
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float poly_offset_host_scale = draw_util::GetD3D10PolygonOffsetFactor(
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float polygon_offset, polygon_offset_scale;
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draw_util::GetPreferredFacePolygonOffset(
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regs, primitive_polygonal, polygon_offset_scale, polygon_offset);
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float polygon_offset_host_scale = draw_util::GetD3D10PolygonOffsetFactor(
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regs.Get<reg::RB_DEPTH_INFO>().depth_format, true);
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// Using ceil here just in case a game wants the offset but passes a value
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// that is too small - it's better to apply more offset than to make depth
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// fighting worse or to disable the offset completely (Direct3D 12 takes an
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// integer value).
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description_out.depth_bias =
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int32_t(std::ceil(std::abs(poly_offset * poly_offset_host_scale))) *
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(poly_offset < 0.0f ? -1 : 1);
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// "slope computed in subpixels ([...] 1/16)" - R5xx Acceleration.
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int32_t(
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std::ceil(std::abs(polygon_offset * polygon_offset_host_scale))) *
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(polygon_offset < 0.0f ? -1 : 1);
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description_out.depth_bias_slope_scaled =
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poly_offset_scale * xenos::kPolygonOffsetScaleSubpixelUnit;
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polygon_offset_scale * xenos::kPolygonOffsetScaleSubpixelUnit;
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}
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if (tessellated && cvars::d3d12_tessellation_wireframe) {
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description_out.fill_mode_wireframe = 1;
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@ -68,6 +68,36 @@ const int8_t kD3D10StandardSamplePositions2x[2][2] = {{4, 4}, {-4, -4}};
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const int8_t kD3D10StandardSamplePositions4x[4][2] = {
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{-2, -6}, {6, -2}, {-6, 2}, {2, 6}};
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void GetPreferredFacePolygonOffset(const RegisterFile& regs,
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bool primitive_polygonal, float& scale_out,
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float& offset_out) {
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float scale = 0.0f, offset = 0.0f;
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auto pa_su_sc_mode_cntl = regs.Get<reg::PA_SU_SC_MODE_CNTL>();
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if (primitive_polygonal) {
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// Prefer the front polygon offset because in general, front faces are the
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// ones that are rendered (except for shadow volumes).
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if (pa_su_sc_mode_cntl.poly_offset_front_enable &&
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!pa_su_sc_mode_cntl.cull_front) {
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scale = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_SCALE].f32;
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offset = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_OFFSET].f32;
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}
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if (pa_su_sc_mode_cntl.poly_offset_back_enable &&
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!pa_su_sc_mode_cntl.cull_back && !scale && !offset) {
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scale = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_BACK_SCALE].f32;
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offset = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_BACK_OFFSET].f32;
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}
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} else {
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// Non-triangle primitives use the front offset, but it's toggled via
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// poly_offset_para_enable.
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if (pa_su_sc_mode_cntl.poly_offset_para_enable) {
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scale = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_SCALE].f32;
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offset = regs[XE_GPU_REG_PA_SU_POLY_OFFSET_FRONT_OFFSET].f32;
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}
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}
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scale_out = scale;
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offset_out = offset;
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}
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bool IsPixelShaderNeededWithRasterization(const Shader& shader,
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const RegisterFile& regs) {
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assert_true(shader.type() == xenos::ShaderType::kPixel);
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@ -122,6 +122,16 @@ constexpr float GetD3D10PolygonOffsetFactor(
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return float24_as_0_to_0_5 ? kFloat24Scale * 0.5f : kFloat24Scale;
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}
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// For hosts not supporting separate front and back polygon offsets, returns the
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// polygon offset for the face which likely needs the offset the most (and that
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// will not be culled). The values returned will have the units of the original
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// registers (the scale is for 1/16 subpixels, multiply by
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// xenos::kPolygonOffsetScaleSubpixelUnit outside if the value for pixels is
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// needed).
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void GetPreferredFacePolygonOffset(const RegisterFile& regs,
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bool primitive_polygonal, float& scale_out,
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float& offset_out);
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inline bool DoesCoverageDependOnAlpha(reg::RB_COLORCONTROL rb_colorcontrol) {
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return (rb_colorcontrol.alpha_test_enable &&
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rb_colorcontrol.alpha_func != xenos::CompareFunction::kAlways) ||
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