[GPU] Scissor in draw_util
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@ -21,6 +21,7 @@
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#include "xenia/gpu/d3d12/d3d12_command_processor.h"
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#include "xenia/gpu/d3d12/d3d12_graphics_system.h"
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#include "xenia/gpu/d3d12/d3d12_shader.h"
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#include "xenia/gpu/draw_util.h"
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#include "xenia/gpu/gpu_flags.h"
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#include "xenia/gpu/xenos.h"
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#include "xenia/ui/d3d12/d3d12_util.h"
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@ -2846,34 +2847,20 @@ void D3D12CommandProcessor::UpdateFixedFunctionState(bool primitive_two_faced) {
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}
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// Scissor.
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auto pa_sc_window_scissor_tl = regs.Get<reg::PA_SC_WINDOW_SCISSOR_TL>();
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auto pa_sc_window_scissor_br = regs.Get<reg::PA_SC_WINDOW_SCISSOR_BR>();
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D3D12_RECT scissor;
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scissor.left = pa_sc_window_scissor_tl.tl_x;
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scissor.top = pa_sc_window_scissor_tl.tl_y;
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scissor.right = pa_sc_window_scissor_br.br_x;
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scissor.bottom = pa_sc_window_scissor_br.br_y;
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if (!pa_sc_window_scissor_tl.window_offset_disable) {
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scissor.left = std::max(
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LONG(scissor.left + pa_sc_window_offset.window_x_offset), LONG(0));
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scissor.top = std::max(
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LONG(scissor.top + pa_sc_window_offset.window_y_offset), LONG(0));
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scissor.right = std::max(
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LONG(scissor.right + pa_sc_window_offset.window_x_offset), LONG(0));
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scissor.bottom = std::max(
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LONG(scissor.bottom + pa_sc_window_offset.window_y_offset), LONG(0));
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}
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scissor.left *= pixel_size_x;
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scissor.top *= pixel_size_y;
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scissor.right *= pixel_size_x;
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scissor.bottom *= pixel_size_y;
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ff_scissor_update_needed_ |= ff_scissor_.left != scissor.left;
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ff_scissor_update_needed_ |= ff_scissor_.top != scissor.top;
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ff_scissor_update_needed_ |= ff_scissor_.right != scissor.right;
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ff_scissor_update_needed_ |= ff_scissor_.bottom != scissor.bottom;
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draw_util::Scissor scissor;
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draw_util::GetScissor(regs, scissor);
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D3D12_RECT scissor_rect;
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scissor_rect.left = LONG(scissor.left * pixel_size_x);
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scissor_rect.top = LONG(scissor.top * pixel_size_y);
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scissor_rect.right = LONG((scissor.left + scissor.width) * pixel_size_x);
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scissor_rect.bottom = LONG((scissor.top + scissor.height) * pixel_size_y);
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ff_scissor_update_needed_ |= ff_scissor_.left != scissor_rect.left;
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ff_scissor_update_needed_ |= ff_scissor_.top != scissor_rect.top;
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ff_scissor_update_needed_ |= ff_scissor_.right != scissor_rect.right;
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ff_scissor_update_needed_ |= ff_scissor_.bottom != scissor_rect.bottom;
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if (ff_scissor_update_needed_) {
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ff_scissor_ = scissor;
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deferred_command_list_.RSSetScissorRect(scissor);
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ff_scissor_ = scissor_rect;
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deferred_command_list_.RSSetScissorRect(scissor_rect);
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ff_scissor_update_needed_ = false;
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}
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@ -111,6 +111,34 @@ int32_t FloatToD3D11Fixed16p8(float f32) {
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return result.s;
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}
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void GetScissor(const RegisterFile& regs, Scissor& scissor_out) {
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// FIXME(Triang3l): Screen scissor isn't applied here, but it seems to be
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// unused on Xbox 360 Direct3D 9.
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auto pa_sc_window_scissor_tl = regs.Get<reg::PA_SC_WINDOW_SCISSOR_TL>();
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auto pa_sc_window_scissor_br = regs.Get<reg::PA_SC_WINDOW_SCISSOR_BR>();
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uint32_t tl_x = pa_sc_window_scissor_tl.tl_x;
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uint32_t tl_y = pa_sc_window_scissor_tl.tl_y;
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uint32_t br_x = pa_sc_window_scissor_br.br_x;
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uint32_t br_y = pa_sc_window_scissor_br.br_y;
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if (!pa_sc_window_scissor_tl.window_offset_disable) {
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auto pa_sc_window_offset = regs.Get<reg::PA_SC_WINDOW_OFFSET>();
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tl_x = uint32_t(std::max(
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int32_t(tl_x) + pa_sc_window_offset.window_x_offset, int32_t(0)));
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tl_y = uint32_t(std::max(
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int32_t(tl_y) + pa_sc_window_offset.window_y_offset, int32_t(0)));
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br_x = uint32_t(std::max(
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int32_t(br_x) + pa_sc_window_offset.window_x_offset, int32_t(0)));
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br_y = uint32_t(std::max(
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int32_t(br_y) + pa_sc_window_offset.window_y_offset, int32_t(0)));
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}
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br_x = std::max(br_x, tl_x);
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br_y = std::max(br_y, tl_y);
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scissor_out.left = tl_x;
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scissor_out.top = tl_y;
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scissor_out.width = br_x - tl_x;
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scissor_out.height = br_y - tl_y;
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}
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xenos::CopySampleSelect SanitizeCopySampleSelect(
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xenos::CopySampleSelect copy_sample_select, xenos::MsaaSamples msaa_samples,
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bool is_depth) {
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@ -33,6 +33,14 @@ namespace draw_util {
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// for use with the top-left rasterization rule later.
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int32_t FloatToD3D11Fixed16p8(float f32);
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struct Scissor {
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uint32_t left;
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uint32_t top;
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uint32_t width;
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uint32_t height;
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};
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void GetScissor(const RegisterFile& regs, Scissor& scissor_out);
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// To avoid passing values that the shader won't understand (even though
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// Direct3D 9 shouldn't pass them anyway).
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xenos::CopySampleSelect SanitizeCopySampleSelect(
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