[GPU] Ignore z_enable for !z_write_enable && z_func == ALWAYS

This commit is contained in:
Triang3l 2022-04-27 21:46:29 +03:00
parent 5519dbb39f
commit 5ec0c92601
10 changed files with 100 additions and 60 deletions

View File

@ -22,6 +22,7 @@
#include "xenia/gpu/d3d12/d3d12_shader.h"
#include "xenia/gpu/draw_util.h"
#include "xenia/gpu/gpu_flags.h"
#include "xenia/gpu/registers.h"
#include "xenia/gpu/xenos.h"
#include "xenia/ui/d3d12/d3d12_presenter.h"
#include "xenia/ui/d3d12/d3d12_util.h"
@ -2127,13 +2128,16 @@ bool D3D12CommandProcessor::IssueDraw(xenos::PrimitiveType primitive_type,
return true;
}
reg::RB_DEPTHCONTROL normalized_depth_control =
draw_util::GetNormalizedDepthControl(regs);
// Shader modifications.
DxbcShaderTranslator::Modification vertex_shader_modification =
pipeline_cache_->GetCurrentVertexShaderModification(
*vertex_shader, primitive_processing_result.host_vertex_shader_type);
DxbcShaderTranslator::Modification pixel_shader_modification =
pixel_shader
? pipeline_cache_->GetCurrentPixelShaderModification(*pixel_shader)
pixel_shader ? pipeline_cache_->GetCurrentPixelShaderModification(
*pixel_shader, normalized_depth_control)
: DxbcShaderTranslator::Modification(0);
// Set up the render targets - this may perform dispatches and draws.
@ -2142,6 +2146,7 @@ bool D3D12CommandProcessor::IssueDraw(xenos::PrimitiveType primitive_type,
regs, pixel_shader->writes_color_targets())
: 0;
if (!render_target_cache_->Update(is_rasterization_done,
normalized_depth_control,
normalized_color_mask)) {
return false;
}
@ -2173,8 +2178,8 @@ bool D3D12CommandProcessor::IssueDraw(xenos::PrimitiveType primitive_type,
ID3D12RootSignature* root_signature;
if (!pipeline_cache_->ConfigurePipeline(
vertex_shader_translation, pixel_shader_translation,
primitive_processing_result, normalized_color_mask,
bound_depth_and_color_render_target_bits,
primitive_processing_result, normalized_depth_control,
normalized_color_mask, bound_depth_and_color_render_target_bits,
bound_depth_and_color_render_target_formats, &pipeline_handle,
&root_signature)) {
return false;
@ -2206,6 +2211,7 @@ bool D3D12CommandProcessor::IssueDraw(xenos::PrimitiveType primitive_type,
draw_util::GetHostViewportInfo(
regs, resolution_scale_x, resolution_scale_y, true,
D3D12_VIEWPORT_BOUNDS_MAX, D3D12_VIEWPORT_BOUNDS_MAX, false,
normalized_depth_control,
host_render_targets_used &&
(depth_float24_conversion ==
RenderTargetCache::DepthFloat24Conversion::kOnOutputTruncating ||
@ -2221,7 +2227,8 @@ bool D3D12CommandProcessor::IssueDraw(xenos::PrimitiveType primitive_type,
scissor.extent[1] *= resolution_scale_y;
// Update viewport, scissor, blend factor and stencil reference.
UpdateFixedFunctionState(viewport_info, scissor, primitive_polygonal);
UpdateFixedFunctionState(viewport_info, scissor, primitive_polygonal,
normalized_depth_control);
// Update system constants before uploading them.
// TODO(Triang3l): With ROV, pass the disabled render target mask for safety.
@ -2229,7 +2236,7 @@ bool D3D12CommandProcessor::IssueDraw(xenos::PrimitiveType primitive_type,
memexport_used, primitive_polygonal,
primitive_processing_result.line_loop_closing_index,
primitive_processing_result.host_index_endian, viewport_info,
used_texture_mask, normalized_color_mask);
used_texture_mask, normalized_depth_control, normalized_color_mask);
// Update constant buffers, descriptors and root parameters.
if (!UpdateBindings(vertex_shader, pixel_shader, root_signature)) {
@ -3029,7 +3036,8 @@ void D3D12CommandProcessor::ClearCommandAllocatorCache() {
void D3D12CommandProcessor::UpdateFixedFunctionState(
const draw_util::ViewportInfo& viewport_info,
const draw_util::Scissor& scissor, bool primitive_polygonal) {
const draw_util::Scissor& scissor, bool primitive_polygonal,
reg::RB_DEPTHCONTROL normalized_depth_control) {
#if XE_UI_D3D12_FINE_GRAINED_DRAW_SCOPES
SCOPE_profile_cpu_f("gpu");
#endif // XE_UI_D3D12_FINE_GRAINED_DRAW_SCOPES
@ -3077,8 +3085,7 @@ void D3D12CommandProcessor::UpdateFixedFunctionState(
// choose the back face one only if drawing only back faces.
Register stencil_ref_mask_reg;
auto pa_su_sc_mode_cntl = regs.Get<reg::PA_SU_SC_MODE_CNTL>();
if (primitive_polygonal &&
draw_util::GetDepthControlForCurrentEdramMode(regs).backface_enable &&
if (primitive_polygonal && normalized_depth_control.backface_enable &&
pa_su_sc_mode_cntl.cull_front && !pa_su_sc_mode_cntl.cull_back) {
stencil_ref_mask_reg = XE_GPU_REG_RB_STENCILREFMASK_BF;
} else {
@ -3099,6 +3106,7 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
bool shared_memory_is_uav, bool primitive_polygonal,
uint32_t line_loop_closing_index, xenos::Endian index_endian,
const draw_util::ViewportInfo& viewport_info, uint32_t used_texture_mask,
reg::RB_DEPTHCONTROL normalized_depth_control,
uint32_t normalized_color_mask) {
#if XE_UI_D3D12_FINE_GRAINED_DRAW_SCOPES
SCOPE_profile_cpu_f("gpu");
@ -3113,7 +3121,6 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
float rb_alpha_ref = regs[XE_GPU_REG_RB_ALPHA_REF].f32;
auto rb_colorcontrol = regs.Get<reg::RB_COLORCONTROL>();
auto rb_depth_info = regs.Get<reg::RB_DEPTH_INFO>();
auto rb_depthcontrol = draw_util::GetDepthControlForCurrentEdramMode(regs);
auto rb_stencilrefmask = regs.Get<reg::RB_STENCILREFMASK>();
auto rb_stencilrefmask_bf =
regs.Get<reg::RB_STENCILREFMASK>(XE_GPU_REG_RB_STENCILREFMASK_BF);
@ -3155,8 +3162,8 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
// Disable depth and stencil if it aliases a color render target (for
// instance, during the XBLA logo in 58410954, though depth writing is already
// disabled there).
bool depth_stencil_enabled =
rb_depthcontrol.stencil_enable || rb_depthcontrol.z_enable;
bool depth_stencil_enabled = normalized_depth_control.stencil_enable ||
normalized_depth_control.z_enable;
if (edram_rov_used && depth_stencil_enabled) {
for (uint32_t i = 0; i < 4; ++i) {
if (rb_depth_info.depth_base == color_infos[i].color_base &&
@ -3229,10 +3236,10 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
}
if (edram_rov_used && depth_stencil_enabled) {
flags |= DxbcShaderTranslator::kSysFlag_ROVDepthStencil;
if (rb_depthcontrol.z_enable) {
flags |= uint32_t(rb_depthcontrol.zfunc)
if (normalized_depth_control.z_enable) {
flags |= uint32_t(normalized_depth_control.zfunc)
<< DxbcShaderTranslator::kSysFlag_ROVDepthPassIfLess_Shift;
if (rb_depthcontrol.z_write_enable) {
if (normalized_depth_control.z_write_enable) {
flags |= DxbcShaderTranslator::kSysFlag_ROVDepthWrite;
}
} else {
@ -3242,7 +3249,7 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
DxbcShaderTranslator::kSysFlag_ROVDepthPassIfEqual |
DxbcShaderTranslator::kSysFlag_ROVDepthPassIfGreater;
}
if (rb_depthcontrol.stencil_enable) {
if (normalized_depth_control.stencil_enable) {
flags |= DxbcShaderTranslator::kSysFlag_ROVStencilTest;
}
// Hint - if not applicable to the shader, will not have effect.
@ -3526,7 +3533,7 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
poly_offset_back_offset;
system_constants_.edram_poly_offset_back_offset = poly_offset_back_offset;
if (depth_stencil_enabled && rb_depthcontrol.stencil_enable) {
if (depth_stencil_enabled && normalized_depth_control.stencil_enable) {
dirty |= system_constants_.edram_stencil_front_reference !=
rb_stencilrefmask.stencilref;
system_constants_.edram_stencil_front_reference =
@ -3540,12 +3547,12 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
system_constants_.edram_stencil_front_write_mask =
rb_stencilrefmask.stencilwritemask;
uint32_t stencil_func_ops =
(rb_depthcontrol.value >> 8) & ((1 << 12) - 1);
(normalized_depth_control.value >> 8) & ((1 << 12) - 1);
dirty |=
system_constants_.edram_stencil_front_func_ops != stencil_func_ops;
system_constants_.edram_stencil_front_func_ops = stencil_func_ops;
if (primitive_polygonal && rb_depthcontrol.backface_enable) {
if (primitive_polygonal && normalized_depth_control.backface_enable) {
dirty |= system_constants_.edram_stencil_back_reference !=
rb_stencilrefmask_bf.stencilref;
system_constants_.edram_stencil_back_reference =
@ -3559,7 +3566,7 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
system_constants_.edram_stencil_back_write_mask =
rb_stencilrefmask_bf.stencilwritemask;
uint32_t stencil_func_ops_bf =
(rb_depthcontrol.value >> 20) & ((1 << 12) - 1);
(normalized_depth_control.value >> 20) & ((1 << 12) - 1);
dirty |= system_constants_.edram_stencil_back_func_ops !=
stencil_func_ops_bf;
system_constants_.edram_stencil_back_func_ops = stencil_func_ops_bf;

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@ -30,6 +30,7 @@
#include "xenia/gpu/draw_util.h"
#include "xenia/gpu/dxbc_shader.h"
#include "xenia/gpu/dxbc_shader_translator.h"
#include "xenia/gpu/registers.h"
#include "xenia/gpu/xenos.h"
#include "xenia/kernel/kernel_state.h"
#include "xenia/ui/d3d12/d3d12_descriptor_heap_pool.h"
@ -349,13 +350,15 @@ class D3D12CommandProcessor : public CommandProcessor {
void UpdateFixedFunctionState(const draw_util::ViewportInfo& viewport_info,
const draw_util::Scissor& scissor,
bool primitive_polygonal);
bool primitive_polygonal,
reg::RB_DEPTHCONTROL normalized_depth_control);
void UpdateSystemConstantValues(bool shared_memory_is_uav,
bool primitive_polygonal,
uint32_t line_loop_closing_index,
xenos::Endian index_endian,
const draw_util::ViewportInfo& viewport_info,
uint32_t used_texture_mask,
reg::RB_DEPTHCONTROL normalized_depth_control,
uint32_t normalized_color_mask);
bool UpdateBindings(const D3D12Shader* vertex_shader,
const D3D12Shader* pixel_shader,

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@ -1249,9 +1249,11 @@ void D3D12RenderTargetCache::BeginSubmission() {
}
}
bool D3D12RenderTargetCache::Update(bool is_rasterization_done,
bool D3D12RenderTargetCache::Update(
bool is_rasterization_done, reg::RB_DEPTHCONTROL normalized_depth_control,
uint32_t shader_writes_color_targets) {
if (!RenderTargetCache::Update(is_rasterization_done,
normalized_depth_control,
shader_writes_color_targets)) {
return false;
}

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@ -64,6 +64,7 @@ class D3D12RenderTargetCache final : public RenderTargetCache {
uint32_t GetResolutionScaleY() const override { return resolution_scale_y_; }
bool Update(bool is_rasterization_done,
reg::RB_DEPTHCONTROL normalized_depth_control,
uint32_t shader_writes_color_targets) override;
void InvalidateCommandListRenderTargets() {

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@ -36,6 +36,7 @@
#include "xenia/gpu/d3d12/d3d12_render_target_cache.h"
#include "xenia/gpu/draw_util.h"
#include "xenia/gpu/gpu_flags.h"
#include "xenia/gpu/registers.h"
#include "xenia/gpu/xenos.h"
#include "xenia/ui/d3d12/d3d12_util.h"
@ -896,7 +897,8 @@ PipelineCache::GetCurrentVertexShaderModification(
}
DxbcShaderTranslator::Modification
PipelineCache::GetCurrentPixelShaderModification(const Shader& shader) const {
PipelineCache::GetCurrentPixelShaderModification(
const Shader& shader, reg::RB_DEPTHCONTROL normalized_depth_control) const {
assert_true(shader.type() == xenos::ShaderType::kPixel);
assert_true(shader.is_ucode_analyzed());
const auto& regs = register_file_;
@ -915,7 +917,7 @@ PipelineCache::GetCurrentPixelShaderModification(const Shader& shader) const {
RenderTargetCache::DepthFloat24Conversion::kOnOutputTruncating ||
depth_float24_conversion ==
RenderTargetCache::DepthFloat24Conversion::kOnOutputRounding) &&
draw_util::GetDepthControlForCurrentEdramMode(regs).z_enable &&
normalized_depth_control.z_enable &&
regs.Get<reg::RB_DEPTH_INFO>().depth_format ==
xenos::DepthRenderTargetFormat::kD24FS8) {
modification.pixel.depth_stencil_mode =
@ -941,6 +943,7 @@ bool PipelineCache::ConfigurePipeline(
D3D12Shader::D3D12Translation* vertex_shader,
D3D12Shader::D3D12Translation* pixel_shader,
const PrimitiveProcessor::ProcessingResult& primitive_processing_result,
reg::RB_DEPTHCONTROL normalized_depth_control,
uint32_t normalized_color_mask,
uint32_t bound_depth_and_color_render_target_bits,
const uint32_t* bound_depth_and_color_render_target_formats,
@ -1013,7 +1016,8 @@ bool PipelineCache::ConfigurePipeline(
PipelineRuntimeDescription runtime_description;
if (!GetCurrentStateDescription(
vertex_shader, pixel_shader, primitive_processing_result,
normalized_color_mask, bound_depth_and_color_render_target_bits,
normalized_depth_control, normalized_color_mask,
bound_depth_and_color_render_target_bits,
bound_depth_and_color_render_target_formats, runtime_description)) {
return false;
}
@ -1280,6 +1284,7 @@ bool PipelineCache::GetCurrentStateDescription(
D3D12Shader::D3D12Translation* vertex_shader,
D3D12Shader::D3D12Translation* pixel_shader,
const PrimitiveProcessor::ProcessingResult& primitive_processing_result,
reg::RB_DEPTHCONTROL normalized_depth_control,
uint32_t normalized_color_mask,
uint32_t bound_depth_and_color_render_target_bits,
const uint32_t* bound_depth_and_color_render_target_formats,
@ -1483,18 +1488,16 @@ bool PipelineCache::GetCurrentStateDescription(
// Depth/stencil. No stencil, always passing depth test and no depth writing
// means depth disabled.
if (bound_depth_and_color_render_target_bits & 1) {
auto rb_depthcontrol =
draw_util::GetDepthControlForCurrentEdramMode(regs);
if (rb_depthcontrol.z_enable) {
description_out.depth_func = rb_depthcontrol.zfunc;
description_out.depth_write = rb_depthcontrol.z_write_enable;
if (normalized_depth_control.z_enable) {
description_out.depth_func = normalized_depth_control.zfunc;
description_out.depth_write = normalized_depth_control.z_write_enable;
} else {
description_out.depth_func = xenos::CompareFunction::kAlways;
}
if (rb_depthcontrol.stencil_enable) {
if (normalized_depth_control.stencil_enable) {
description_out.stencil_enable = 1;
bool stencil_backface_enable =
primitive_polygonal && rb_depthcontrol.backface_enable;
primitive_polygonal && normalized_depth_control.backface_enable;
// Per-face masks not supported by Direct3D 12, choose the back face
// ones only if drawing only back faces.
Register stencil_ref_mask_reg;
@ -1507,18 +1510,23 @@ bool PipelineCache::GetCurrentStateDescription(
regs.Get<reg::RB_STENCILREFMASK>(stencil_ref_mask_reg);
description_out.stencil_read_mask = stencil_ref_mask.stencilmask;
description_out.stencil_write_mask = stencil_ref_mask.stencilwritemask;
description_out.stencil_front_fail_op = rb_depthcontrol.stencilfail;
description_out.stencil_front_fail_op =
normalized_depth_control.stencilfail;
description_out.stencil_front_depth_fail_op =
rb_depthcontrol.stencilzfail;
description_out.stencil_front_pass_op = rb_depthcontrol.stencilzpass;
description_out.stencil_front_func = rb_depthcontrol.stencilfunc;
normalized_depth_control.stencilzfail;
description_out.stencil_front_pass_op =
normalized_depth_control.stencilzpass;
description_out.stencil_front_func =
normalized_depth_control.stencilfunc;
if (stencil_backface_enable) {
description_out.stencil_back_fail_op = rb_depthcontrol.stencilfail_bf;
description_out.stencil_back_fail_op =
normalized_depth_control.stencilfail_bf;
description_out.stencil_back_depth_fail_op =
rb_depthcontrol.stencilzfail_bf;
normalized_depth_control.stencilzfail_bf;
description_out.stencil_back_pass_op =
rb_depthcontrol.stencilzpass_bf;
description_out.stencil_back_func = rb_depthcontrol.stencilfunc_bf;
normalized_depth_control.stencilzpass_bf;
description_out.stencil_back_func =
normalized_depth_control.stencilfunc_bf;
} else {
description_out.stencil_back_fail_op =
description_out.stencil_front_fail_op;

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@ -31,6 +31,7 @@
#include "xenia/gpu/gpu_flags.h"
#include "xenia/gpu/primitive_processor.h"
#include "xenia/gpu/register_file.h"
#include "xenia/gpu/registers.h"
#include "xenia/gpu/xenos.h"
#include "xenia/ui/d3d12/d3d12_api.h"
@ -74,7 +75,8 @@ class PipelineCache {
const Shader& shader,
Shader::HostVertexShaderType host_vertex_shader_type) const;
DxbcShaderTranslator::Modification GetCurrentPixelShaderModification(
const Shader& shader) const;
const Shader& shader,
reg::RB_DEPTHCONTROL normalized_depth_control) const;
// If draw_util::IsRasterizationPotentiallyDone is false, the pixel shader
// MUST be made nullptr BEFORE calling this!
@ -82,6 +84,7 @@ class PipelineCache {
D3D12Shader::D3D12Translation* vertex_shader,
D3D12Shader::D3D12Translation* pixel_shader,
const PrimitiveProcessor::ProcessingResult& primitive_processing_result,
reg::RB_DEPTHCONTROL normalized_depth_control,
uint32_t normalized_color_mask,
uint32_t bound_depth_and_color_render_target_bits,
const uint32_t* bound_depth_and_color_render_targets_formats,
@ -248,6 +251,7 @@ class PipelineCache {
D3D12Shader::D3D12Translation* vertex_shader,
D3D12Shader::D3D12Translation* pixel_shader,
const PrimitiveProcessor::ProcessingResult& primitive_processing_result,
reg::RB_DEPTHCONTROL normalized_depth_control,
uint32_t normalized_color_mask,
uint32_t bound_depth_and_color_render_target_bits,
const uint32_t* bound_depth_and_color_render_target_formats,

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@ -63,6 +63,27 @@ bool IsRasterizationPotentiallyDone(const RegisterFile& regs,
return true;
}
reg::RB_DEPTHCONTROL GetNormalizedDepthControl(const RegisterFile& regs) {
xenos::ModeControl edram_mode = regs.Get<reg::RB_MODECONTROL>().edram_mode;
if (edram_mode != xenos::ModeControl::kColorDepth &&
edram_mode != xenos::ModeControl::kDepth) {
// Both depth and stencil disabled (EDRAM depth and stencil ignored).
reg::RB_DEPTHCONTROL disabled;
disabled.value = 0;
return disabled;
}
reg::RB_DEPTHCONTROL depthcontrol = regs.Get<reg::RB_DEPTHCONTROL>();
// For more reliable skipping of depth render target management for draws not
// requiring depth.
if (depthcontrol.z_enable && !depthcontrol.z_write_enable &&
depthcontrol.zfunc == xenos::CompareFunction::kAlways) {
depthcontrol.z_enable = 0;
}
// Stencil is more complex and is expected to be usually enabled explicitly
// when needed.
return depthcontrol;
}
// https://docs.microsoft.com/en-us/windows/win32/api/d3d11/ne-d3d11-d3d11_standard_multisample_quality_levels
const int8_t kD3D10StandardSamplePositions2x[2][2] = {{4, 4}, {-4, -4}};
const int8_t kD3D10StandardSamplePositions4x[4][2] = {
@ -148,6 +169,7 @@ bool IsPixelShaderNeededWithRasterization(const Shader& shader,
void GetHostViewportInfo(const RegisterFile& regs, uint32_t resolution_scale_x,
uint32_t resolution_scale_y, bool origin_bottom_left,
uint32_t x_max, uint32_t y_max, bool allow_reverse_z,
reg::RB_DEPTHCONTROL normalized_depth_control,
bool convert_z_to_float24, bool full_float24_in_0_to_1,
bool pixel_shader_writes_depth,
ViewportInfo& viewport_info_out) {
@ -497,7 +519,7 @@ void GetHostViewportInfo(const RegisterFile& regs, uint32_t resolution_scale_x,
}
}
if (GetDepthControlForCurrentEdramMode(regs).z_enable &&
if (normalized_depth_control.z_enable &&
regs.Get<reg::RB_DEPTH_INFO>().depth_format ==
xenos::DepthRenderTargetFormat::kD24FS8) {
if (convert_z_to_float24) {

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@ -84,18 +84,7 @@ bool IsRasterizationPotentiallyDone(const RegisterFile& regs,
extern const int8_t kD3D10StandardSamplePositions2x[2][2];
extern const int8_t kD3D10StandardSamplePositions4x[4][2];
inline reg::RB_DEPTHCONTROL GetDepthControlForCurrentEdramMode(
const RegisterFile& regs) {
xenos::ModeControl edram_mode = regs.Get<reg::RB_MODECONTROL>().edram_mode;
if (edram_mode != xenos::ModeControl::kColorDepth &&
edram_mode != xenos::ModeControl::kDepth) {
// Both depth and stencil disabled (EDRAM depth and stencil ignored).
reg::RB_DEPTHCONTROL disabled;
disabled.value = 0;
return disabled;
}
return regs.Get<reg::RB_DEPTHCONTROL>();
}
reg::RB_DEPTHCONTROL GetNormalizedDepthControl(const RegisterFile& regs);
constexpr float GetD3D10PolygonOffsetFactor(
xenos::DepthRenderTargetFormat depth_format, bool float24_as_0_to_0_5) {
@ -183,6 +172,7 @@ struct ViewportInfo {
void GetHostViewportInfo(const RegisterFile& regs, uint32_t resolution_scale_x,
uint32_t resolution_scale_y, bool origin_bottom_left,
uint32_t x_max, uint32_t y_max, bool allow_reverse_z,
reg::RB_DEPTHCONTROL normalized_depth_control,
bool convert_z_to_float24, bool full_float24_in_0_to_1,
bool pixel_shader_writes_depth,
ViewportInfo& viewport_info_out);

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@ -2,7 +2,7 @@
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2021 Ben Vanik. All rights reserved. *
* Copyright 2022 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
@ -366,6 +366,7 @@ void RenderTargetCache::ClearCache() {
void RenderTargetCache::BeginFrame() { ResetAccumulatedRenderTargets(); }
bool RenderTargetCache::Update(bool is_rasterization_done,
reg::RB_DEPTHCONTROL normalized_depth_control,
uint32_t normalized_color_mask) {
const RegisterFile& regs = register_file();
bool interlock_barrier_only = GetPath() == Path::kPixelShaderInterlock;
@ -429,8 +430,8 @@ bool RenderTargetCache::Update(bool is_rasterization_done,
uint32_t rts_are_64bpp = 0;
uint32_t color_rts_are_gamma = 0;
if (is_rasterization_done) {
auto rb_depthcontrol = draw_util::GetDepthControlForCurrentEdramMode(regs);
if (rb_depthcontrol.z_enable || rb_depthcontrol.stencil_enable) {
if (normalized_depth_control.z_enable ||
normalized_depth_control.stencil_enable) {
depth_and_color_rts_used_bits |= 1;
auto rb_depth_info = regs.Get<reg::RB_DEPTH_INFO>();
// std::min for safety, to avoid negative numbers in case it's completely

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@ -2,7 +2,7 @@
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2021 Ben Vanik. All rights reserved. *
* Copyright 2022 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
@ -23,6 +23,7 @@
#include "xenia/base/cvar.h"
#include "xenia/gpu/draw_util.h"
#include "xenia/gpu/register_file.h"
#include "xenia/gpu/registers.h"
#include "xenia/gpu/xenos.h"
DECLARE_bool(depth_transfer_not_equal_test);
@ -215,6 +216,7 @@ class RenderTargetCache {
virtual void BeginFrame();
virtual bool Update(bool is_rasterization_done,
reg::RB_DEPTHCONTROL normalized_depth_control,
uint32_t normalized_color_mask);
// Returns bits where 0 is whether a depth render target is currently bound on