Merge pull request #524 from DrChat/depth_clear_fix
Fix Depth Clear / few shader fixes
This commit is contained in:
commit
fa2ad7e445
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@ -1625,16 +1625,22 @@ bool GL4CommandProcessor::IssueCopy() {
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color_targets[copy_src_select] = GetColorRenderTarget(
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color_targets[copy_src_select] = GetColorRenderTarget(
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surface_pitch, surface_msaa, color_base, color_format);
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surface_pitch, surface_msaa, color_base, color_format);
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src_format = ColorRenderTargetToTextureFormat(color_format);
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src_format = ColorRenderTargetToTextureFormat(color_format);
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} else {
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}
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// Source from depth/stencil.
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// Grab the depth/stencil if we're sourcing from it or clear is enabled.
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if (copy_src_select > 3 || depth_clear_enabled) {
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uint32_t depth_info = regs[XE_GPU_REG_RB_DEPTH_INFO].u32;
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uint32_t depth_info = regs[XE_GPU_REG_RB_DEPTH_INFO].u32;
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uint32_t depth_base = depth_info & 0xFFF;
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uint32_t depth_base = depth_info & 0xFFF;
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auto depth_format =
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auto depth_format =
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static_cast<DepthRenderTargetFormat>((depth_info >> 16) & 0x1);
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static_cast<DepthRenderTargetFormat>((depth_info >> 16) & 0x1);
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depth_target = GetDepthRenderTarget(surface_pitch, surface_msaa, depth_base,
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depth_target = GetDepthRenderTarget(surface_pitch, surface_msaa, depth_base,
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depth_format);
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depth_format);
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src_format = DepthRenderTargetToTextureFormat(depth_format);
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if (copy_src_select > 3) {
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src_format = DepthRenderTargetToTextureFormat(depth_format);
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}
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}
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}
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auto source_framebuffer = GetFramebuffer(color_targets, depth_target);
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auto source_framebuffer = GetFramebuffer(color_targets, depth_target);
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if (!source_framebuffer) {
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if (!source_framebuffer) {
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// If we get here we are likely missing some state checks.
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// If we get here we are likely missing some state checks.
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@ -1910,10 +1916,7 @@ bool GL4CommandProcessor::IssueCopy() {
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old_color_mask[2], old_color_mask[3]);
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old_color_mask[2], old_color_mask[3]);
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}
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}
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// TODO(benvanik): figure out real condition here (maybe when color cleared?)
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if (depth_clear_enabled && depth_target != kAnyTarget) {
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// HACK: things seem to need their depth buffer cleared a lot more
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// than as indicated by the depth_clear_enabled flag.
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if (depth_target != kAnyTarget) {
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// Clear the current depth buffer.
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// Clear the current depth buffer.
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// TODO(benvanik): verify format.
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// TODO(benvanik): verify format.
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GLfloat depth = {(copy_depth_clear & 0xFFFFFF00) /
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GLfloat depth = {(copy_depth_clear & 0xFFFFFF00) /
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@ -1928,6 +1931,7 @@ bool GL4CommandProcessor::IssueCopy() {
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glDepthMask(GL_TRUE);
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glDepthMask(GL_TRUE);
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glStencilMask(0xFF);
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glStencilMask(0xFF);
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// HACK: this should work, but throws INVALID_ENUM on nvidia drivers.
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// HACK: this should work, but throws INVALID_ENUM on nvidia drivers.
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// GLEW signature differs from OpenGL docs?
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// glClearNamedFramebufferfi(source_framebuffer->framebuffer,
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// glClearNamedFramebufferfi(source_framebuffer->framebuffer,
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// GL_DEPTH_STENCIL, depth, stencil);
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// GL_DEPTH_STENCIL, depth, stencil);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, source_framebuffer->framebuffer);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, source_framebuffer->framebuffer);
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@ -209,18 +209,18 @@ vec3 get_10_11_11_s(const int data_in) {
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vec4 get_2_10_10_10_u(const uint data_in) {
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vec4 get_2_10_10_10_u(const uint data_in) {
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vec4 vec;
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vec4 vec;
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vec.x = bitfieldExtract(data_in, 0, 10);
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vec.w = bitfieldExtract(data_in, 0, 2 );
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vec.y = bitfieldExtract(data_in, 10, 10);
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vec.x = bitfieldExtract(data_in, 2, 10);
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vec.z = bitfieldExtract(data_in, 20, 10);
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vec.y = bitfieldExtract(data_in, 12, 10);
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vec.w = bitfieldExtract(data_in, 30, 2 );
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vec.z = bitfieldExtract(data_in, 22, 10);
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return vec;
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return vec;
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}
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}
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vec4 get_2_10_10_10_s(const int data_in) {
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vec4 get_2_10_10_10_s(const int data_in) {
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vec4 vec;
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vec4 vec;
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vec.x = bitfieldExtract(data_in, 0, 10);
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vec.w = bitfieldExtract(data_in, 0, 2 );
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vec.y = bitfieldExtract(data_in, 10, 10);
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vec.x = bitfieldExtract(data_in, 2, 10);
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vec.z = bitfieldExtract(data_in, 20, 10);
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vec.y = bitfieldExtract(data_in, 12, 10);
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vec.w = bitfieldExtract(data_in, 30, 2 );
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vec.z = bitfieldExtract(data_in, 22, 10);
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return vec;
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return vec;
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}
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}
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@ -326,6 +326,7 @@ void main() {
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// Temporary registers.
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// Temporary registers.
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if (is_vertex_shader()) {
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if (is_vertex_shader()) {
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EmitSource(" vec4 r[64];\n");
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EmitSource(" vec4 r[64];\n");
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EmitSource(" r[0].x = gl_VertexID;\n");
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} else {
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} else {
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// Bring interpolators from vertex shader into temporary registers.
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// Bring interpolators from vertex shader into temporary registers.
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EmitSource(" vec4 r[64];\n");
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EmitSource(" vec4 r[64];\n");
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@ -571,14 +572,6 @@ void GlslShaderTranslator::ProcessVertexFetchInstruction(
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EmitSource("// ");
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EmitSource("// ");
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instr.Disassemble(&source_);
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instr.Disassemble(&source_);
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if (instr.operands[0].storage_index != 0) {
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// Unimplemented for now.
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EmitUnimplementedTranslationError();
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EmitSourceDepth("pv.xyzw = vec4(0.0, 0.0, 0.0, 0.0);\n");
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EmitStoreVectorResult(instr.result);
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return;
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}
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if (instr.is_predicated) {
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if (instr.is_predicated) {
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EmitSourceDepth("if (%cp0) {\n", instr.predicate_condition ? ' ' : '!');
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EmitSourceDepth("if (%cp0) {\n", instr.predicate_condition ? ' ' : '!');
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Indent();
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Indent();
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@ -594,6 +587,9 @@ void GlslShaderTranslator::ProcessVertexFetchInstruction(
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switch (instr.opcode) {
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switch (instr.opcode) {
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case FetchOpcode::kVertexFetch: {
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case FetchOpcode::kVertexFetch: {
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EmitSourceDepth("if (src0.x == gl_VertexID) {\n");
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Indent();
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EmitSourceDepth("pv.");
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EmitSourceDepth("pv.");
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for (int i = 0;
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for (int i = 0;
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i < GetVertexFormatComponentCount(instr.attributes.data_format);
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i < GetVertexFormatComponentCount(instr.attributes.data_format);
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@ -615,6 +611,16 @@ void GlslShaderTranslator::ProcessVertexFetchInstruction(
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EmitSource(" = vf%u_%d;\n", instr.operands[1].storage_index,
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EmitSource(" = vf%u_%d;\n", instr.operands[1].storage_index,
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instr.attributes.offset);
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instr.attributes.offset);
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}
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}
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Unindent();
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EmitSourceDepth("} else {\n");
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Indent();
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EmitSourceDepth("// UNIMPLEMENTED: Indexed fetch.\n");
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EmitSourceDepth("pv = vec4(0.0, 0.0, 0.0, 1.0);\n");
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Unindent();
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EmitSourceDepth("}\n");
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} break;
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} break;
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default:
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default:
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assert_always();
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assert_always();
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@ -918,7 +924,10 @@ void GlslShaderTranslator::EmitStoreResult(const InstructionResult& result,
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EmitSource("clamp(");
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EmitSource("clamp(");
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}
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}
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if (has_const_writes) {
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if (has_const_writes) {
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EmitSource("vec%d(", component_write_count);
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if (component_write_count > 1) {
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EmitSource("vec%d(", component_write_count);
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}
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bool has_written = false;
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bool has_written = false;
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for (int j = 0; j < 4; ++j) {
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for (int j = 0; j < 4; ++j) {
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if (result.write_mask[j]) {
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if (result.write_mask[j]) {
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@ -939,7 +948,10 @@ void GlslShaderTranslator::EmitStoreResult(const InstructionResult& result,
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}
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}
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}
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}
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}
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}
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EmitSource(")");
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if (component_write_count > 1) {
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EmitSource(")");
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}
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} else {
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} else {
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EmitSource(temp);
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EmitSource(temp);
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if (!result.is_standard_swizzle()) {
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if (!result.is_standard_swizzle()) {
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