[GPU] Viewport/clipping cleanup, don't clamp oDepth
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95031d9471
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@ -2026,20 +2026,21 @@ bool D3D12CommandProcessor::IssueDraw(xenos::PrimitiveType primitive_type,
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render_target_cache_->depth_float24_conversion();
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draw_util::ViewportInfo viewport_info;
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draw_util::GetHostViewportInfo(
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regs, resolution_scale, true, float(D3D12_VIEWPORT_BOUNDS_MAX),
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float(D3D12_VIEWPORT_BOUNDS_MAX), false,
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regs, resolution_scale, true, D3D12_VIEWPORT_BOUNDS_MAX,
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D3D12_VIEWPORT_BOUNDS_MAX, false,
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host_render_targets_used &&
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(depth_float24_conversion ==
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RenderTargetCache::DepthFloat24Conversion::kOnOutputTruncating ||
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depth_float24_conversion ==
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RenderTargetCache::DepthFloat24Conversion::kOnOutputRounding),
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host_render_targets_used, viewport_info);
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host_render_targets_used, pixel_shader && pixel_shader->writes_depth(),
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viewport_info);
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draw_util::Scissor scissor;
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draw_util::GetScissor(regs, scissor);
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scissor.left *= resolution_scale;
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scissor.top *= resolution_scale;
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scissor.width *= resolution_scale;
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scissor.height *= resolution_scale;
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scissor.offset[0] *= resolution_scale;
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scissor.offset[1] *= resolution_scale;
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scissor.extent[0] *= resolution_scale;
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scissor.extent[1] *= resolution_scale;
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// Update viewport, scissor, blend factor and stencil reference.
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UpdateFixedFunctionState(viewport_info, scissor, primitive_polygonal);
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@ -2811,20 +2812,20 @@ void D3D12CommandProcessor::UpdateFixedFunctionState(
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// Viewport.
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D3D12_VIEWPORT viewport;
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viewport.TopLeftX = viewport_info.left;
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viewport.TopLeftY = viewport_info.top;
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viewport.Width = viewport_info.width;
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viewport.Height = viewport_info.height;
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viewport.TopLeftX = float(viewport_info.xy_offset[0]);
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viewport.TopLeftY = float(viewport_info.xy_offset[1]);
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viewport.Width = float(viewport_info.xy_extent[0]);
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viewport.Height = float(viewport_info.xy_extent[1]);
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viewport.MinDepth = viewport_info.z_min;
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viewport.MaxDepth = viewport_info.z_max;
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SetViewport(viewport);
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// Scissor.
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D3D12_RECT scissor_rect;
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scissor_rect.left = LONG(scissor.left);
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scissor_rect.top = LONG(scissor.top);
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scissor_rect.right = LONG(scissor.left + scissor.width);
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scissor_rect.bottom = LONG(scissor.top + scissor.height);
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scissor_rect.left = LONG(scissor.offset[0]);
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scissor_rect.top = LONG(scissor.offset[1]);
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scissor_rect.right = LONG(scissor.offset[0] + scissor.extent[0]);
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scissor_rect.bottom = LONG(scissor.offset[1] + scissor.extent[1]);
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SetScissorRect(scissor_rect);
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if (render_target_cache_->GetPath() ==
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@ -3090,9 +3091,11 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(
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system_constants_.point_size_min_max[0] = point_size_min;
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system_constants_.point_size_min_max[1] = point_size_max;
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float point_screen_to_ndc_x =
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(0.5f * 2.0f * resolution_scale) / viewport_info.width;
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(/* 0.5f * 2.0f * */ float(resolution_scale)) /
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std::max(viewport_info.xy_extent[0], uint32_t(1));
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float point_screen_to_ndc_y =
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(0.5f * 2.0f * resolution_scale) / viewport_info.height;
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(/* 0.5f * 2.0f * */ float(resolution_scale)) /
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std::max(viewport_info.xy_extent[1], uint32_t(1));
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dirty |= system_constants_.point_screen_to_ndc[0] != point_screen_to_ndc_x;
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dirty |= system_constants_.point_screen_to_ndc[1] != point_screen_to_ndc_y;
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system_constants_.point_screen_to_ndc[0] = point_screen_to_ndc_x;
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@ -184,167 +184,353 @@ bool IsPixelShaderNeededWithRasterization(const Shader& shader,
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}
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void GetHostViewportInfo(const RegisterFile& regs, uint32_t resolution_scale,
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bool origin_bottom_left, float x_max, float y_max,
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bool allow_reverse_z, bool convert_z_to_float24,
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bool full_float24_in_0_to_1,
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bool origin_bottom_left, uint32_t x_max,
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uint32_t y_max, bool allow_reverse_z,
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bool convert_z_to_float24, bool full_float24_in_0_to_1,
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bool pixel_shader_writes_depth,
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ViewportInfo& viewport_info_out) {
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assert_true(resolution_scale >= 1);
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assert_true(x_max >= 1.0f);
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assert_true(y_max >= 1.0f);
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assert_not_zero(resolution_scale);
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// PA_CL_VTE_CNTL contains whether offsets and scales are enabled.
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// http://www.x.org/docs/AMD/old/evergreen_3D_registers_v2.pdf
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// In games, either all are enabled (for regular drawing) or none are (for
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// rectangle lists usually).
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// A vertex position goes the following path:
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//
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// If scale/offset is enabled, the Xenos shader is writing (neglecting W
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// division) position in the NDC (-1, -1, dx_clip_space_def - 1) -> (1, 1, 1)
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// box. If it's not, the position is in screen space. Since we can only use
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// the NDC in PC APIs, we use a viewport of the largest possible size, and
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// divide the position by it in translated shaders.
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// = Vertex shader output in clip space, (-w, -w, 0) ... (w, w, w) for
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// Direct3D or (-w, -w, -w) ... (w, w, w) for OpenGL.
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// > Clipping to the boundaries of the clip space if enabled.
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// > Division by W if not pre-divided.
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// = Normalized device coordinates, (-1, -1, 0) ... (1, 1, 1) for Direct3D or
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// (-1, -1, -1) ... (1, 1, 1) for OpenGL.
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// > Viewport scaling.
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// > Viewport, window and half-pixel offsetting.
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// = Actual position in render target pixels used for rasterization and depth
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// buffer coordinates.
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//
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// On modern PC graphics APIs, all drawing is done with clipping enabled (only
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// Z clipping can be replaced with viewport depth range clamping).
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//
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// On the Xbox 360, however, there are two cases:
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//
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// - Clipping is enabled:
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//
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// Drawing "as normal", primarily for the game world. Draws are clipped to
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// the (-w, -w, 0) ... (w, w, w) or (-w, -w, -w) ... (w, w, w) clip space.
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//
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// Ideally all offsets in pixels (window offset, half-pixel offset) are
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// post-clip, and thus they would need to be applied via the host viewport
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// (also the Direct3D 11.3 specification defines this as the correct way of
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// reproducing the original Direct3D 9 half-pixel offset behavior).
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//
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// However, in reality, only WARP actually truly clips to -W...W, with the
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// viewport fractional offset actually accurately making samples outside the
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// fractional rectangle unable to be covered. AMD, Intel and Nvidia, in
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// Direct3D 12, all don't truly clip even a really huge primitive to -W...W.
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// Instead, primitives still overflow the fractional rectangle and cover
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// samples outside of it. The actual viewport scissor is floor(TopLeftX,
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// TopLeftY) ... floor(TopLeftX + Width, TopLeftY + Height), with flooring
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// and addition in float32 (with 0x3F7FFFFF TopLeftXY, or 1.0f - ULP, all
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// the samples in the top row / left column can be covered, while with
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// 0x3F800000, or 1.0f, none of them can be).
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//
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// We are reproducing the same behavior here - what would happen if we'd be
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// passing the guest values directly to Direct3D 12. Also, for consistency
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// across hardware and APIs (especially Vulkan with viewportSubPixelBits
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// being 0 rather than at least 8 on some devices - Arm Mali, Imagination
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// PowerVR), and for simplicity of math, and also for exact calculations in
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// bounds checking in validation layers of the host APIs, we are returning
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// integer viewport coordinates, handling the fractional offset in the
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// vertex shaders instead, via ndc_scale and ndc_offset - it shouldn't
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// significantly affect precision that we will be doing the offsetting in
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// W-scaled rather than W-divided units, the ratios of exponents involved in
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// the calculations stay the same, and everything ends up being 16.8 anyway
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// on most hardware, so small precision differences are very unlikely to
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// affect coverage.
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//
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// FIXME(Triang3l): Overestimate or more properly round the viewport scissor
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// boundaries if this flooring causes gaps on the bottom / right side in real
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// games if any are found using fractional viewport coordinates. Viewport
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// scissoring is not an inherent result of the viewport scale / offset, these
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// are used merely for transformation of coordinates; rather, it's done by
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// intersecting the viewport and scissor rectangles in the guest driver and
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// writing the common portion to PA_SC_WINDOW_SCISSOR, so how the scissor is
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// computed for a fractional viewport is entirely up to the guest.
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//
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// Even though Xbox 360 games are designed for Direct3D, with 0...W range of
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// Z in clip space, the GPU also allows -W...W. Since Xenia is not targeting
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// OpenGL (where it would be toggled via glClipControl - or, on ES, it would
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// always be -W...W), this function always remaps it to 0...W, though
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// numerically not precisely (0 is moved to 0.5, locking the exponent near
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// what was the truly floating-point 0 originally). It is the guest
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// viewport's responsibility (haven't checked, but it's logical) to remap
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// from -1...1 in the NDC to glDepthRange within the 0...1 range. Also -Z
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// pointing forward in OpenGL doesn't matter here (the -W...W clip space is
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// symmetric).
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//
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// - Clipping is disabled:
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//
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// The most common case of drawing without clipping in games is screen-space
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// draws, most prominently clears, directly in render target coordinates.
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//
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// In this particular case (though all the general case arithmetic still
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// applies), the vertex shader returns a position in pixels, pre-divided by
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// W (though this doesn't matter if W is 1).
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//
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// Because clipping is disabled, this huge polygon with, for example,
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// a (1280, 720, 0, 1) vertex, is not clipped to (-w, -w) ... (w, w), so the
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// vertex becomes (1280, 720) in the NDC as well (even though in regular 3D
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// draws with clipping, disregarding the guard band for simplicity, it can't
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// be bigger than (1, 1) after clipping and the division by W).
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//
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// For these draws, the viewport is also usually disabled (though, again, it
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// doesn't have to be - an enabled viewport would likely still work as
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// usual) by disabling PA_CL_VTE_CNTL::VPORT_X/Y/Z_SCALE/OFFSET_ENA - which
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// equals to having a viewport scale of (1, 1, 1) and offset of (0, 0, 0).
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// This results in the NDC being treated directly as pixel coordinates.
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// Normally, with clipping, this would make only a tiny 1x1 area in the
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// corner of the render target being possible to cover (and 3 unreachable
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// pixels outside of the render target). The window offset is then applied,
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// if needed, as well as the half-pixel offset.
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//
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// It's also possible (though not verified) that without clipping, Z (as a
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// result of, for instance, polygon offset, or explicit calculations in the
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// vertex shader) may end up outside the viewport Z range. Direct3D 10
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// requires clamping to the viewport Z bounds in all cases in the
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// output-merger according to the Direct3D 11.3 functional specification. A
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// different behavior is likely on the Xbox 360, however, because while
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// Direct3D 10-compatible AMD GPUs such as the R600 have
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// PA_SC_VPORT_ZMIN/ZMAX registers, the Adreno 200 doesn't seem to have any
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// equivalents, neither in PA nor in RB. This probably also applies to
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// shader depth output - possibly doesn't need to be clamped as well.
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//
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// On the PC, we need to emulate disabled clipping by using a viewport at
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// least as large as the scissor region within the render target, as well as
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// the full viewport depth range (plus changing Z clipping to Z clamping on
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// the host if possible), and rescale from the guest clip space to the host
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// "no clip" clip space, as well as apply the viewport, the window offset,
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// and the half-pixel offset, in the vertex shader. Ideally, the host
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// viewport should have a power of 2 size - so scaling doesn't affect
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// precision, and is merely an exponent bias.
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//
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// NDC XY point towards +XY on the render target - the viewport scale sign
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// handles the remapping from Direct3D 9 -Y towards +U to a generic
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// transformation from the NDC to pixel coordinates.
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//
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// TODO(Triang3l): Investigate the need for clamping of oDepth to 0...1 for
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// D24FS8 as well.
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auto pa_cl_clip_cntl = regs.Get<reg::PA_CL_CLIP_CNTL>();
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auto pa_cl_vte_cntl = regs.Get<reg::PA_CL_VTE_CNTL>();
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auto pa_su_sc_mode_cntl = regs.Get<reg::PA_SU_SC_MODE_CNTL>();
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auto pa_su_vtx_cntl = regs.Get<reg::PA_SU_VTX_CNTL>();
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float viewport_left, viewport_top;
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float viewport_width, viewport_height;
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float ndc_scale_x, ndc_scale_y;
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float ndc_offset_x, ndc_offset_y;
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// To avoid zero size viewports, which would harm division and aren't allowed
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// on Vulkan. Nothing will ever be covered by a viewport of this size - this
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// is 2 orders of magnitude smaller than a .8 subpixel, and thus shouldn't
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// have any effect on rounding, n and n + 1 / 1024 would be rounded to the
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// same .8 fixed-point value, thus in fixed-point, the viewport would have
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// zero size.
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const float size_min = 1.0f / 1024.0f;
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float viewport_offset_x = pa_cl_vte_cntl.vport_x_offset_ena
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? regs[XE_GPU_REG_PA_CL_VPORT_XOFFSET].f32
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: 0.0f;
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float viewport_offset_y = pa_cl_vte_cntl.vport_y_offset_ena
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? regs[XE_GPU_REG_PA_CL_VPORT_YOFFSET].f32
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: 0.0f;
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// Obtain the original viewport values in a normalized way.
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float scale_xy[] = {
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pa_cl_vte_cntl.vport_x_scale_ena ? regs[XE_GPU_REG_PA_CL_VPORT_XSCALE].f32
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: 1.0f,
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pa_cl_vte_cntl.vport_y_scale_ena ? regs[XE_GPU_REG_PA_CL_VPORT_YSCALE].f32
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: 1.0f,
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};
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float scale_z = pa_cl_vte_cntl.vport_z_scale_ena
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? regs[XE_GPU_REG_PA_CL_VPORT_ZSCALE].f32
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: 1.0f;
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float offset_base_xy[] = {
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pa_cl_vte_cntl.vport_x_offset_ena
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? regs[XE_GPU_REG_PA_CL_VPORT_XOFFSET].f32
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: 0.0f,
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pa_cl_vte_cntl.vport_y_offset_ena
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? regs[XE_GPU_REG_PA_CL_VPORT_YOFFSET].f32
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: 0.0f,
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};
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float offset_z = pa_cl_vte_cntl.vport_z_offset_ena
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? regs[XE_GPU_REG_PA_CL_VPORT_ZOFFSET].f32
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: 0.0f;
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// Calculate all the integer.0 or integer.5 offsetting exactly at full
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// precision, separately so it can be used in other integer calculations
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// without double rounding if needed.
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float offset_add_xy[2] = {};
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if (pa_su_sc_mode_cntl.vtx_window_offset_enable) {
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auto pa_sc_window_offset = regs.Get<reg::PA_SC_WINDOW_OFFSET>();
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viewport_offset_x += float(pa_sc_window_offset.window_x_offset);
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viewport_offset_y += float(pa_sc_window_offset.window_y_offset);
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offset_add_xy[0] += float(pa_sc_window_offset.window_x_offset);
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offset_add_xy[1] += float(pa_sc_window_offset.window_y_offset);
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}
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if (pa_cl_vte_cntl.vport_x_scale_ena) {
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float pa_cl_vport_xscale = regs[XE_GPU_REG_PA_CL_VPORT_XSCALE].f32;
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float viewport_scale_x_abs =
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std::abs(pa_cl_vport_xscale) * resolution_scale;
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viewport_left = viewport_offset_x * resolution_scale - viewport_scale_x_abs;
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float viewport_right = viewport_left + viewport_scale_x_abs * 2.0f;
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// Keep the viewport in the positive quarter-plane for simplicity of
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// clamping to the maximum supported bounds.
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float cutoff_left = std::fmax(-viewport_left, 0.0f);
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float cutoff_right = std::fmax(viewport_right - x_max, 0.0f);
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viewport_left = std::fmax(viewport_left, 0.0f);
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viewport_right = std::fmin(viewport_right, x_max);
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viewport_width = viewport_right - viewport_left;
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if (viewport_width > size_min) {
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ndc_scale_x =
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(viewport_width + cutoff_left + cutoff_right) / viewport_width;
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if (pa_cl_vport_xscale < 0.0f) {
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ndc_scale_x = -ndc_scale_x;
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}
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ndc_offset_x =
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((cutoff_right - cutoff_left) * (0.5f * 2.0f)) / viewport_width;
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} else {
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// Empty viewport, but don't pass 0 because that's against the Vulkan
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// specification.
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viewport_left = 0.0f;
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viewport_width = size_min;
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ndc_scale_x = 0.0f;
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ndc_offset_x = 0.0f;
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}
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} else {
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// Drawing without a viewport and without clipping to one - use a viewport
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// covering the entire potential guest render target or the positive part of
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// the host viewport area, whichever is smaller, and apply the offset, if
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// enabled, via the shader.
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viewport_left = 0.0f;
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viewport_width = std::min(
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float(xenos::kTexture2DCubeMaxWidthHeight) * resolution_scale, x_max);
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ndc_scale_x = (2.0f * resolution_scale) / viewport_width;
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ndc_offset_x = viewport_offset_x * ndc_scale_x - 1.0f;
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}
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if (pa_cl_vte_cntl.vport_y_scale_ena) {
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float pa_cl_vport_yscale = regs[XE_GPU_REG_PA_CL_VPORT_YSCALE].f32;
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float viewport_scale_y_abs =
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std::abs(pa_cl_vport_yscale) * resolution_scale;
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viewport_top = viewport_offset_y * resolution_scale - viewport_scale_y_abs;
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float viewport_bottom = viewport_top + viewport_scale_y_abs * 2.0f;
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float cutoff_top = std::fmax(-viewport_top, 0.0f);
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float cutoff_bottom = std::fmax(viewport_bottom - y_max, 0.0f);
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viewport_top = std::fmax(viewport_top, 0.0f);
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viewport_bottom = std::fmin(viewport_bottom, y_max);
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viewport_height = viewport_bottom - viewport_top;
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if (viewport_height > size_min) {
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ndc_scale_y =
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(viewport_height + cutoff_top + cutoff_bottom) / viewport_height;
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if (pa_cl_vport_yscale < 0.0f) {
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ndc_scale_y = -ndc_scale_y;
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||||
}
|
||||
ndc_offset_y =
|
||||
((cutoff_bottom - cutoff_top) * (0.5f * 2.0f)) / viewport_height;
|
||||
} else {
|
||||
// Empty viewport, but don't pass 0 because that's against the Vulkan
|
||||
// specification.
|
||||
viewport_top = 0.0f;
|
||||
viewport_height = size_min;
|
||||
ndc_scale_y = 0.0f;
|
||||
ndc_offset_y = 0.0f;
|
||||
}
|
||||
} else {
|
||||
viewport_top = 0.0f;
|
||||
viewport_height = std::min(
|
||||
float(xenos::kTexture2DCubeMaxWidthHeight) * resolution_scale, y_max);
|
||||
ndc_scale_y = (2.0f * resolution_scale) / viewport_height;
|
||||
ndc_offset_y = viewport_offset_y * ndc_scale_y - 1.0f;
|
||||
}
|
||||
|
||||
// Apply the vertex half-pixel offset via the shader (it must not affect
|
||||
// clipping, otherwise with resolution scale, samples in the left/top half
|
||||
// will never be covered).
|
||||
if (cvars::half_pixel_offset && !pa_su_vtx_cntl.pix_center) {
|
||||
float half_pixel_offset_ndc_scale = 0.5f * 2.0f * resolution_scale;
|
||||
ndc_offset_x += half_pixel_offset_ndc_scale / viewport_width;
|
||||
ndc_offset_y += half_pixel_offset_ndc_scale / viewport_height;
|
||||
offset_add_xy[0] += 0.5f;
|
||||
offset_add_xy[1] += 0.5f;
|
||||
}
|
||||
|
||||
if (origin_bottom_left) {
|
||||
ndc_scale_y = -ndc_scale_y;
|
||||
ndc_offset_y = -ndc_offset_y;
|
||||
// The maximum value is at least the maximum host render target size anyway -
|
||||
// and a guest pixel is always treated as a whole with resolution scaling.
|
||||
uint32_t xy_max_unscaled[] = {x_max / resolution_scale,
|
||||
y_max / resolution_scale};
|
||||
assert_not_zero(xy_max_unscaled[0]);
|
||||
assert_not_zero(xy_max_unscaled[1]);
|
||||
|
||||
float z_min;
|
||||
float z_max;
|
||||
float ndc_scale[3];
|
||||
float ndc_offset[3];
|
||||
|
||||
if (pa_cl_clip_cntl.clip_disable) {
|
||||
// Clipping is disabled - use a huge host viewport, perform pixel and depth
|
||||
// offsetting in the vertex shader.
|
||||
|
||||
// XY.
|
||||
for (uint32_t i = 0; i < 2; ++i) {
|
||||
viewport_info_out.xy_offset[i] = 0;
|
||||
uint32_t extent_axis_unscaled =
|
||||
std::min(xenos::kTexture2DCubeMaxWidthHeight, xy_max_unscaled[i]);
|
||||
viewport_info_out.xy_extent[i] = extent_axis_unscaled * resolution_scale;
|
||||
float extent_axis_unscaled_float = float(extent_axis_unscaled);
|
||||
float pixels_to_ndc_axis = 2.0f / extent_axis_unscaled_float;
|
||||
ndc_scale[i] = scale_xy[i] * pixels_to_ndc_axis;
|
||||
ndc_offset[i] = (offset_base_xy[i] - extent_axis_unscaled_float * 0.5f +
|
||||
offset_add_xy[i]) *
|
||||
pixels_to_ndc_axis;
|
||||
}
|
||||
|
||||
// Z.
|
||||
z_min = 0.0f;
|
||||
z_max = 1.0f;
|
||||
ndc_scale[2] = scale_z;
|
||||
ndc_offset[2] = offset_z;
|
||||
} else {
|
||||
// Clipping is enabled - perform pixel and depth offsetting via the host
|
||||
// viewport.
|
||||
|
||||
// XY.
|
||||
for (uint32_t i = 0; i < 2; ++i) {
|
||||
// With resolution scaling, do all viewport XY scissoring in guest pixels
|
||||
// if fractional and for the half-pixel offset - we treat guest pixels as
|
||||
// a whole, and also the half-pixel offset would be irreversible in guest
|
||||
// vertices if we did flooring in host pixels. Instead of flooring, also
|
||||
// doing truncation for simplicity - since maxing with 0 is done anyway
|
||||
// (we only return viewports in the positive quarter-plane).
|
||||
float offset_axis = offset_base_xy[i] + offset_add_xy[i];
|
||||
float scale_axis = scale_xy[i];
|
||||
float scale_axis_abs = std::abs(scale_xy[i]);
|
||||
float axis_0 = offset_axis - scale_axis_abs;
|
||||
float axis_1 = offset_axis + scale_axis_abs;
|
||||
float axis_max_unscaled_float = float(xy_max_unscaled[i]);
|
||||
// fmax to drop NaN and < 0, min as float (axis_max_unscaled_float is well
|
||||
// below 2^24) to safely drop very large values.
|
||||
uint32_t axis_0_int =
|
||||
uint32_t(std::min(std::fmax(axis_0, 0.0f), axis_max_unscaled_float));
|
||||
uint32_t axis_1_int =
|
||||
uint32_t(std::min(std::fmax(axis_1, 0.0f), axis_max_unscaled_float));
|
||||
uint32_t axis_extent_int = axis_1_int - axis_0_int;
|
||||
viewport_info_out.xy_offset[i] = axis_0_int * resolution_scale;
|
||||
viewport_info_out.xy_extent[i] = axis_extent_int * resolution_scale;
|
||||
float ndc_scale_axis;
|
||||
float ndc_offset_axis;
|
||||
if (axis_extent_int) {
|
||||
// Rescale from the old bounds to the new ones, and also apply the sign.
|
||||
// If the new bounds are smaller than the old, for instance, we're
|
||||
// cropping - the new -W...W clip space is a subregion of the old one -
|
||||
// the scale should be > 1 so the area being cut off ends up outside
|
||||
// -W...W. If the new region should include more than the original clip
|
||||
// space, a region previously outside -W...W should end up within it, so
|
||||
// the scale should be < 1.
|
||||
float axis_extent_rounded = float(axis_extent_int);
|
||||
ndc_scale_axis = scale_axis * 2.0f / axis_extent_rounded;
|
||||
// Move the origin of the snapped coordinates back to the original one.
|
||||
ndc_offset_axis = (float(offset_axis) -
|
||||
(float(axis_0_int) + axis_extent_rounded * 0.5f)) *
|
||||
2.0f / axis_extent_rounded;
|
||||
} else {
|
||||
// Empty viewport (everything outside the viewport scissor).
|
||||
ndc_scale_axis = 1.0f;
|
||||
ndc_offset_axis = 0.0f;
|
||||
}
|
||||
ndc_scale[i] = ndc_scale_axis;
|
||||
ndc_offset[i] = ndc_offset_axis;
|
||||
}
|
||||
|
||||
// Z.
|
||||
float host_clip_offset_z;
|
||||
float host_clip_scale_z;
|
||||
if (pa_cl_clip_cntl.dx_clip_space_def) {
|
||||
host_clip_offset_z = offset_z;
|
||||
host_clip_scale_z = scale_z;
|
||||
ndc_scale[2] = 1.0f;
|
||||
ndc_offset[2] = 0.0f;
|
||||
} else {
|
||||
// Normalizing both Direct3D / Vulkan 0...W and OpenGL -W...W clip spaces
|
||||
// to 0...W. We are not targeting OpenGL, but there we could accept the
|
||||
// wanted clip space (Direct3D, OpenGL, or any) and return the actual one
|
||||
// (Direct3D or OpenGL).
|
||||
//
|
||||
// If the guest wants to use -W...W clip space (-1...1 NDC) and a 0...1
|
||||
// depth range in the end, it's expected to use ZSCALE of 0.5 and ZOFFSET
|
||||
// of 0.5.
|
||||
//
|
||||
// We are providing the near and the far (or offset and offset + scale)
|
||||
// plane distances to the host API in a way that the near maps to Z = 0
|
||||
// and the far maps to Z = W in clip space (or Z = 1 in NDC).
|
||||
//
|
||||
// With D3D offset and scale that we want, assuming D3D clip space input,
|
||||
// the formula for the depth would be:
|
||||
//
|
||||
// depth = offset_d3d + scale_d3d * ndc_z_d3d
|
||||
//
|
||||
// We are remapping the incoming OpenGL Z from -W...W to 0...W by scaling
|
||||
// it by 0.5 and adding 0.5 * W to the result. So, our depth formula would
|
||||
// be:
|
||||
//
|
||||
// depth = offset_d3d + scale_d3d * (ndc_z_gl * 0.5 + 0.5)
|
||||
//
|
||||
// The guest registers, however, contain the offset and the scale for
|
||||
// remapping not from 0...W to near...far, but from -W...W to near...far,
|
||||
// or:
|
||||
//
|
||||
// depth = offset_gl + scale_gl * ndc_z_gl
|
||||
//
|
||||
// Knowing offset_gl, scale_gl and how ndc_z_d3d can be obtained from
|
||||
// ndc_z_gl, we need to derive the formulas for the needed offset_d3d and
|
||||
// scale_d3d to apply them to the incoming ndc_z_d3d.
|
||||
//
|
||||
// depth = offset_gl + scale_gl * (ndc_z_d3d * 2 - 1)
|
||||
//
|
||||
// Expanding:
|
||||
//
|
||||
// depth = offset_gl + (scale_gl * ndc_z_d3d * 2 - scale_gl)
|
||||
//
|
||||
// Reordering:
|
||||
//
|
||||
// depth = (offset_gl - scale_gl) + (scale_gl * 2) * ndc_z_d3d
|
||||
// offset_d3d = offset_gl - scale_gl
|
||||
// scale_d3d = scale_gl * 2
|
||||
host_clip_offset_z = offset_z - scale_z;
|
||||
host_clip_scale_z = scale_z * 2.0f;
|
||||
// Need to remap -W...W clip space to 0...W via ndc_scale and ndc_offset -
|
||||
// by scaling Z by 0.5 and adding 0.5 * W to it.
|
||||
ndc_scale[2] = 0.5f;
|
||||
ndc_offset[2] = 0.5f;
|
||||
}
|
||||
if (pixel_shader_writes_depth) {
|
||||
// Allow the pixel shader to write any depth value since
|
||||
// PA_SC_VPORT_ZMIN/ZMAX isn't present on the Adreno 200; guest pixel
|
||||
// shaders don't have access to the original Z in the viewport space
|
||||
// anyway and likely must write the depth on all execution paths.
|
||||
z_min = 0.0f;
|
||||
z_max = 1.0f;
|
||||
} else {
|
||||
// This clamping is not very correct, but just for safety. Direct3D
|
||||
// doesn't allow an unrestricted depth range. Vulkan does, as an
|
||||
// extension. But cases when this really matters are yet to be found -
|
||||
// trying to fix this will result in more correct depth values, but
|
||||
// incorrect clipping.
|
||||
z_min = std::min(std::fmax(host_clip_offset_z, 0.0f), 1.0f);
|
||||
z_max = std::min(std::fmax(host_clip_offset_z + host_clip_scale_z, 0.0f),
|
||||
1.0f);
|
||||
// Direct3D 12 doesn't allow reverse depth range - on some drivers it
|
||||
// works, on some drivers it doesn't, actually, but it was never
|
||||
// explicitly allowed by the specification.
|
||||
if (!allow_reverse_z && z_min > z_max) {
|
||||
std::swap(z_min, z_max);
|
||||
ndc_scale[2] = -ndc_scale[2];
|
||||
ndc_offset[2] = 1.0f - ndc_offset[2];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float viewport_scale_z = pa_cl_vte_cntl.vport_z_scale_ena
|
||||
? regs[XE_GPU_REG_PA_CL_VPORT_ZSCALE].f32
|
||||
: 1.0f;
|
||||
float viewport_offset_z = pa_cl_vte_cntl.vport_z_offset_ena
|
||||
? regs[XE_GPU_REG_PA_CL_VPORT_ZOFFSET].f32
|
||||
: 0.0f;
|
||||
// Vulkan requires the depth bounds to be in the 0 to 1 range without
|
||||
// VK_EXT_depth_range_unrestricted (which isn't used on the Xbox 360).
|
||||
float viewport_z_min = std::min(std::fmax(viewport_offset_z, 0.0f), 1.0f);
|
||||
float viewport_z_max =
|
||||
std::min(std::fmax(viewport_offset_z + viewport_scale_z, 0.0f), 1.0f);
|
||||
// When VPORT_Z_SCALE_ENA is disabled, Z/W is directly what is expected to be
|
||||
// written to the depth buffer, and for some reason DX_CLIP_SPACE_DEF isn't
|
||||
// set in this case in draws in games.
|
||||
bool gl_clip_space_def =
|
||||
!pa_cl_clip_cntl.dx_clip_space_def && pa_cl_vte_cntl.vport_z_scale_ena;
|
||||
float ndc_scale_z = gl_clip_space_def ? 0.5f : 1.0f;
|
||||
float ndc_offset_z = gl_clip_space_def ? 0.5f : 0.0f;
|
||||
if (viewport_z_min > viewport_z_max && !allow_reverse_z) {
|
||||
std::swap(viewport_z_min, viewport_z_max);
|
||||
ndc_scale_z = -ndc_scale_z;
|
||||
ndc_offset_z = 1.0f - ndc_offset_z;
|
||||
}
|
||||
if (GetDepthControlForCurrentEdramMode(regs).z_enable &&
|
||||
regs.Get<reg::RB_DEPTH_INFO>().depth_format ==
|
||||
xenos::DepthRenderTargetFormat::kD24FS8) {
|
||||
|
@ -352,34 +538,30 @@ void GetHostViewportInfo(const RegisterFile& regs, uint32_t resolution_scale,
|
|||
// Need to adjust the bounds that the resulting depth values will be
|
||||
// clamped to after the pixel shader. Preferring adding some error to
|
||||
// interpolated Z instead if conversion can't be done exactly, without
|
||||
// modifying clipping bounds by adjusting Z in vertex shaders, as that may
|
||||
// cause polygons placed explicitly at Z = 0 or Z = W to be clipped.
|
||||
viewport_z_min =
|
||||
xenos::Float20e4To32(xenos::Float32To20e4(viewport_z_min));
|
||||
viewport_z_max =
|
||||
xenos::Float20e4To32(xenos::Float32To20e4(viewport_z_max));
|
||||
// modifying clipping bounds by adjusting Z in vertex shaders, as that
|
||||
// may cause polygons placed explicitly at Z = 0 or Z = W to be clipped.
|
||||
z_min = xenos::Float20e4To32(xenos::Float32To20e4(z_min));
|
||||
z_max = xenos::Float20e4To32(xenos::Float32To20e4(z_max));
|
||||
}
|
||||
if (full_float24_in_0_to_1) {
|
||||
// Remap the full [0...2) float24 range to [0...1) support data round-trip
|
||||
// during render target ownership transfer of EDRAM tiles through depth
|
||||
// input without unrestricted depth range.
|
||||
viewport_z_min *= 0.5f;
|
||||
viewport_z_max *= 0.5f;
|
||||
z_min *= 0.5f;
|
||||
z_max *= 0.5f;
|
||||
}
|
||||
}
|
||||
viewport_info_out.z_min = z_min;
|
||||
viewport_info_out.z_max = z_max;
|
||||
|
||||
viewport_info_out.left = viewport_left;
|
||||
viewport_info_out.top = viewport_top;
|
||||
viewport_info_out.width = viewport_width;
|
||||
viewport_info_out.height = viewport_height;
|
||||
viewport_info_out.z_min = viewport_z_min;
|
||||
viewport_info_out.z_max = viewport_z_max;
|
||||
viewport_info_out.ndc_scale[0] = ndc_scale_x;
|
||||
viewport_info_out.ndc_scale[1] = ndc_scale_y;
|
||||
viewport_info_out.ndc_scale[2] = ndc_scale_z;
|
||||
viewport_info_out.ndc_offset[0] = ndc_offset_x;
|
||||
viewport_info_out.ndc_offset[1] = ndc_offset_y;
|
||||
viewport_info_out.ndc_offset[2] = ndc_offset_z;
|
||||
if (origin_bottom_left) {
|
||||
ndc_scale[1] = -ndc_scale[1];
|
||||
ndc_offset[1] = -ndc_offset[1];
|
||||
}
|
||||
for (uint32_t i = 0; i < 3; ++i) {
|
||||
viewport_info_out.ndc_scale[i] = ndc_scale[i];
|
||||
viewport_info_out.ndc_offset[i] = ndc_offset[i];
|
||||
}
|
||||
}
|
||||
|
||||
void GetScissor(const RegisterFile& regs, Scissor& scissor_out) {
|
||||
|
@ -420,10 +602,10 @@ void GetScissor(const RegisterFile& regs, Scissor& scissor_out) {
|
|||
// console, but no evidence of such has ever been seen).
|
||||
br_x = std::max(br_x, tl_x);
|
||||
br_y = std::max(br_y, tl_y);
|
||||
scissor_out.left = tl_x;
|
||||
scissor_out.top = tl_y;
|
||||
scissor_out.width = br_x - tl_x;
|
||||
scissor_out.height = br_y - tl_y;
|
||||
scissor_out.offset[0] = tl_x;
|
||||
scissor_out.offset[1] = tl_y;
|
||||
scissor_out.extent[0] = br_x - tl_x;
|
||||
scissor_out.extent[1] = br_y - tl_y;
|
||||
}
|
||||
|
||||
xenos::CopySampleSelect SanitizeCopySampleSelect(
|
||||
|
|
|
@ -77,15 +77,27 @@ bool IsPixelShaderNeededWithRasterization(const Shader& shader,
|
|||
const RegisterFile& regs);
|
||||
|
||||
struct ViewportInfo {
|
||||
// The returned viewport will always be in the positive quarter-plane for
|
||||
// simplicity of clamping to the maximum size supported by the host, negative
|
||||
// offset will be applied via ndc_offset.
|
||||
float left;
|
||||
float top;
|
||||
float width;
|
||||
float height;
|
||||
// Offset from render target UV = 0 to +UV.
|
||||
// For simplicity of cropping to the maximum size on the host; to match the
|
||||
// Direct3D 12 clipping / scissoring behavior with a fractional viewport, to
|
||||
// floor(TopLeftXY) ... floor(TopLeftXY + WidthHeight), on the real AMD, Intel
|
||||
// and Nvidia hardware (not WARP); as well as to hide the differences between
|
||||
// 0 and 8+ viewportSubPixelBits on Vulkan, and to prevent any numerical error
|
||||
// in bound checking in host APIs, viewport bounds are returned as integers.
|
||||
// Also they're returned as non-negative, also to make it easier to crop (so
|
||||
// Vulkan maxViewportDimensions and viewportBoundsRange don't have to be
|
||||
// handled separately - maxViewportDimensions is greater than or equal to the
|
||||
// largest framebuffer image size, so it's safe, and viewportBoundsRange is
|
||||
// always bigger than maxViewportDimensions. All fractional offsetting,
|
||||
// including the half-pixel offset, and cropping are handled via ndc_scale and
|
||||
// ndc_offset.
|
||||
uint32_t xy_offset[2];
|
||||
// Extent can be zero for an empty viewport - host APIs not supporting empty
|
||||
// viewports need to use an empty scissor rectangle.
|
||||
uint32_t xy_extent[2];
|
||||
float z_min;
|
||||
float z_max;
|
||||
// The scale is applied before the offset (like using multiply-add).
|
||||
float ndc_scale[3];
|
||||
float ndc_offset[3];
|
||||
};
|
||||
|
@ -94,16 +106,17 @@ struct ViewportInfo {
|
|||
// host graphics APIs such as Direct3D 11+ and Vulkan, also forcing it to the
|
||||
// Direct3D clip space with 0...W Z rather than -W...W.
|
||||
void GetHostViewportInfo(const RegisterFile& regs, uint32_t resolution_scale,
|
||||
bool origin_bottom_left, float x_max, float y_max,
|
||||
bool allow_reverse_z, bool convert_z_to_float24,
|
||||
bool full_float24_in_0_to_1,
|
||||
bool origin_bottom_left, uint32_t x_max,
|
||||
uint32_t y_max, bool allow_reverse_z,
|
||||
bool convert_z_to_float24, bool full_float24_in_0_to_1,
|
||||
bool pixel_shader_writes_depth,
|
||||
ViewportInfo& viewport_info_out);
|
||||
|
||||
struct Scissor {
|
||||
uint32_t left;
|
||||
uint32_t top;
|
||||
uint32_t width;
|
||||
uint32_t height;
|
||||
// Offset from render target UV = 0 to +UV.
|
||||
uint32_t offset[2];
|
||||
// Extent can be zero.
|
||||
uint32_t extent[2];
|
||||
};
|
||||
void GetScissor(const RegisterFile& regs, Scissor& scissor_out);
|
||||
|
||||
|
|
|
@ -1511,8 +1511,7 @@ void DxbcShaderTranslator::StoreResult(const InstructionResult& result,
|
|||
// 20e4-as-32 conversion and with 0...1 to 0...0.5 float24 remapping.
|
||||
// Though 20e4 float depth can store values between 1 and 2, it's a very
|
||||
// unusual case. Direct3D 10+ SV_Depth, however, can accept any values,
|
||||
// including specials, when the depth buffer is floating-point; but depth
|
||||
// is clamped to the viewport bounds anyway.
|
||||
// including specials, when the depth buffer is floating-point.
|
||||
is_clamped = true;
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -771,11 +771,11 @@ class DxbcShaderTranslator : public ShaderTranslator {
|
|||
return !is_depth_only_pixel_shader_ && !current_shader().writes_depth() &&
|
||||
!current_shader().is_valid_memexport_used();
|
||||
}
|
||||
// Converts the depth value to 24-bit (storing the result in bits 0:23 and
|
||||
// zeros in 24:31, not creating room for stencil - since this may be involved
|
||||
// in comparisons) according to the format specified in the system constants.
|
||||
// Source and destination may be the same, temporary must be different than
|
||||
// both.
|
||||
// Converts the pre-clamped depth value to 24-bit (storing the result in bits
|
||||
// 0:23 and zeros in 24:31, not creating room for stencil - since this may be
|
||||
// involved in comparisons) according to the format specified in the system
|
||||
// constants. Source and destination may be the same, temporary must be
|
||||
// different than both.
|
||||
void ROV_DepthTo24Bit(uint32_t d24_temp, uint32_t d24_temp_component,
|
||||
uint32_t d32_temp, uint32_t d32_temp_component,
|
||||
uint32_t temp_temp, uint32_t temp_temp_component);
|
||||
|
|
|
@ -457,37 +457,10 @@ void DxbcShaderTranslator::ROV_DepthStencilTest() {
|
|||
|
||||
if (!i) {
|
||||
if (shader_writes_depth) {
|
||||
// Clamp oDepth to the lower viewport depth bound (depth clamp happens
|
||||
// after the pixel shader in the pipeline, at least on Direct3D 11 and
|
||||
// Vulkan, thus applies to the shader's depth output too).
|
||||
system_constants_used_ |= 1ull << kSysConst_EdramDepthRange_Index;
|
||||
a_.OpMax(dxbc::Dest::R(system_temp_depth_stencil_, 0b0001),
|
||||
dxbc::Src::R(system_temp_depth_stencil_, dxbc::Src::kXXXX),
|
||||
dxbc::Src::CB(cbuffer_index_system_constants_,
|
||||
uint32_t(CbufferRegister::kSystemConstants),
|
||||
kSysConst_EdramDepthRange_Vec)
|
||||
.Select(kSysConst_EdramDepthRangeOffset_Comp));
|
||||
// Calculate the upper Z range bound to temp.x for clamping after
|
||||
// biasing.
|
||||
// temp.x = viewport maximum depth
|
||||
system_constants_used_ |= 1ull << kSysConst_EdramDepthRange_Index;
|
||||
a_.OpAdd(temp_x_dest,
|
||||
dxbc::Src::CB(cbuffer_index_system_constants_,
|
||||
uint32_t(CbufferRegister::kSystemConstants),
|
||||
kSysConst_EdramDepthRange_Vec)
|
||||
.Select(kSysConst_EdramDepthRangeOffset_Comp),
|
||||
dxbc::Src::CB(cbuffer_index_system_constants_,
|
||||
uint32_t(CbufferRegister::kSystemConstants),
|
||||
kSysConst_EdramDepthRange_Vec)
|
||||
.Select(kSysConst_EdramDepthRangeScale_Comp));
|
||||
// Clamp oDepth to the upper viewport depth bound (already not above 1,
|
||||
// but saturate for total safety).
|
||||
// temp.x = free
|
||||
a_.OpMin(dxbc::Dest::R(system_temp_depth_stencil_, 0b0001),
|
||||
dxbc::Src::R(system_temp_depth_stencil_, dxbc::Src::kXXXX),
|
||||
temp_x_src, true);
|
||||
// Convert the shader-generated depth to 24-bit, using temp.x as
|
||||
// temporary.
|
||||
// temporary. oDepth is already written by StoreResult with saturation,
|
||||
// no need to clamp here. Adreno 200 doesn't have PA_SC_VPORT_ZMIN/ZMAX,
|
||||
// so likely there's no need to clamp to the viewport depth bounds.
|
||||
ROV_DepthTo24Bit(system_temp_depth_stencil_, 0,
|
||||
system_temp_depth_stencil_, 0, temp, 0);
|
||||
} else {
|
||||
|
|
|
@ -22,6 +22,7 @@
|
|||
#include "xenia/base/logging.h"
|
||||
#include "xenia/base/math.h"
|
||||
#include "xenia/gpu/draw_util.h"
|
||||
#include "xenia/gpu/gpu_flags.h"
|
||||
#include "xenia/gpu/register_file.h"
|
||||
#include "xenia/gpu/registers.h"
|
||||
#include "xenia/gpu/xenos.h"
|
||||
|
@ -562,35 +563,32 @@ bool RenderTargetCache::Update(bool is_rasterization_done,
|
|||
GetRenderTargetHeight(pitch_tiles_at_32bpp, msaa_samples);
|
||||
int32_t window_y_offset =
|
||||
regs.Get<reg::PA_SC_WINDOW_OFFSET>().window_y_offset;
|
||||
auto pa_cl_vte_cntl = regs.Get<reg::PA_CL_VTE_CNTL>();
|
||||
if (pa_cl_vte_cntl.vport_y_scale_ena) {
|
||||
if (!regs.Get<reg::PA_CL_CLIP_CNTL>().clip_disable) {
|
||||
auto pa_cl_vte_cntl = regs.Get<reg::PA_CL_VTE_CNTL>();
|
||||
float viewport_bottom = 0.0f;
|
||||
if (pa_cl_vte_cntl.vport_y_offset_ena) {
|
||||
viewport_bottom += regs[XE_GPU_REG_PA_CL_VPORT_YOFFSET].f32;
|
||||
}
|
||||
// First calculate all the integer.0 or integer.5 offsetting exactly at full
|
||||
// precision.
|
||||
if (regs.Get<reg::PA_SU_SC_MODE_CNTL>().vtx_window_offset_enable) {
|
||||
viewport_bottom += float(window_y_offset);
|
||||
}
|
||||
viewport_bottom += std::abs(regs[XE_GPU_REG_PA_CL_VPORT_YSCALE].f32);
|
||||
uint32_t viewport_bottom_fixed = uint32_t(std::max(
|
||||
draw_util::FloatToD3D11Fixed16p8(viewport_bottom), int32_t(0)));
|
||||
uint32_t viewport_bottom_pixels = viewport_bottom_fixed >> 8;
|
||||
// Without MSAA, the center must be covered - according to the top-left
|
||||
// rasterization rule, for the bottom, the test is exclusive. If the last
|
||||
// row is included in the viewport only partially, check if its center is
|
||||
// precisely potentially covered to round - to more safely catch, for
|
||||
// example, if the game does something with the half-pixel offset through
|
||||
// the viewport.
|
||||
// With MSAA, it's less likely that the game will use the viewport to
|
||||
// manipulate the half-pixel offset - different host implementations may
|
||||
// also use different sample positions (up to the topmost row - possible to
|
||||
// set such sample positions in PC APIs), so just check if the last row's
|
||||
// area is at least slightly covered.
|
||||
if ((viewport_bottom_fixed & uint32_t(0xFF)) >
|
||||
uint32_t(msaa_samples != xenos::MsaaSamples::k1X ? 0 : 0x80)) {
|
||||
++viewport_bottom_pixels;
|
||||
if (cvars::half_pixel_offset &&
|
||||
!regs.Get<reg::PA_SU_VTX_CNTL>().pix_center) {
|
||||
viewport_bottom += 0.5f;
|
||||
}
|
||||
height_used = std::min(height_used, viewport_bottom_pixels);
|
||||
// Then apply the floating-point viewport offset.
|
||||
if (pa_cl_vte_cntl.vport_y_offset_ena) {
|
||||
viewport_bottom += regs[XE_GPU_REG_PA_CL_VPORT_YOFFSET].f32;
|
||||
}
|
||||
viewport_bottom += pa_cl_vte_cntl.vport_y_scale_ena
|
||||
? std::abs(regs[XE_GPU_REG_PA_CL_VPORT_YSCALE].f32)
|
||||
: 1.0f;
|
||||
// Using floor, or, rather, truncation (because maxing with zero anyway)
|
||||
// similar to how viewport scissoring behaves on real AMD, Intel and Nvidia
|
||||
// GPUs on Direct3D 12, also like in draw_util::GetHostViewportInfo.
|
||||
// fmax to drop NaN and < 0, min as float (height_used is well below 2^24)
|
||||
// to safely drop very large values.
|
||||
height_used = uint32_t(
|
||||
std::min(std::fmax(viewport_bottom, 0.0f), float(height_used)));
|
||||
}
|
||||
uint32_t scissor_bottom = regs.Get<reg::PA_SC_WINDOW_SCISSOR_BR>().br_y;
|
||||
if (!regs.Get<reg::PA_SC_WINDOW_SCISSOR_TL>().window_offset_disable) {
|
||||
|
|
Loading…
Reference in New Issue