Merge pull request #1591 from bunnei/depth-range
gl_rasterizer: Implement depth range.
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commit
1f98dc30ea
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@ -3,6 +3,7 @@
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// Refer to the license.txt file included.
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// Refer to the license.txt file included.
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#include <cinttypes>
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#include <cinttypes>
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#include <cstring>
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#include "common/assert.h"
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#include "common/assert.h"
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#include "core/core.h"
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#include "core/core.h"
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#include "core/core_timing.h"
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#include "core/core_timing.h"
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@ -19,7 +20,24 @@ namespace Tegra::Engines {
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constexpr u32 MacroRegistersStart = 0xE00;
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constexpr u32 MacroRegistersStart = 0xE00;
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Maxwell3D::Maxwell3D(VideoCore::RasterizerInterface& rasterizer, MemoryManager& memory_manager)
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Maxwell3D::Maxwell3D(VideoCore::RasterizerInterface& rasterizer, MemoryManager& memory_manager)
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: memory_manager(memory_manager), rasterizer{rasterizer}, macro_interpreter(*this) {}
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: memory_manager(memory_manager), rasterizer{rasterizer}, macro_interpreter(*this) {
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InitializeRegisterDefaults();
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}
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void Maxwell3D::InitializeRegisterDefaults() {
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// Initializes registers to their default values - what games expect them to be at boot. This is
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// for certain registers that may not be explicitly set by games.
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// Reset all registers to zero
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std::memset(®s, 0, sizeof(regs));
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// Depth range near/far is not always set, but is expected to be the default 0.0f, 1.0f. This is
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// needed for ARMS.
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for (std::size_t viewport{}; viewport < Regs::NumViewports; ++viewport) {
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regs.viewport[viewport].depth_range_near = 0.0f;
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regs.viewport[viewport].depth_range_far = 1.0f;
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}
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}
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void Maxwell3D::CallMacroMethod(u32 method, std::vector<u32> parameters) {
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void Maxwell3D::CallMacroMethod(u32 method, std::vector<u32> parameters) {
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// Reset the current macro.
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// Reset the current macro.
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@ -984,6 +984,8 @@ public:
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Texture::FullTextureInfo GetStageTexture(Regs::ShaderStage stage, std::size_t offset) const;
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Texture::FullTextureInfo GetStageTexture(Regs::ShaderStage stage, std::size_t offset) const;
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private:
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private:
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void InitializeRegisterDefaults();
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VideoCore::RasterizerInterface& rasterizer;
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VideoCore::RasterizerInterface& rasterizer;
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std::unordered_map<u32, std::vector<u32>> uploaded_macros;
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std::unordered_map<u32, std::vector<u32>> uploaded_macros;
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@ -570,6 +570,7 @@ void RasterizerOpenGL::DrawArrays() {
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SyncBlendState();
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SyncBlendState();
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SyncLogicOpState();
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SyncLogicOpState();
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SyncCullMode();
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SyncCullMode();
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SyncDepthRange();
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SyncScissorTest();
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SyncScissorTest();
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// Alpha Testing is synced on shaders.
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// Alpha Testing is synced on shaders.
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SyncTransformFeedback();
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SyncTransformFeedback();
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@ -923,12 +924,11 @@ void RasterizerOpenGL::SyncCullMode() {
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}
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}
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}
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}
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void RasterizerOpenGL::SyncDepthScale() {
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void RasterizerOpenGL::SyncDepthRange() {
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UNREACHABLE();
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const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
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}
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void RasterizerOpenGL::SyncDepthOffset() {
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state.depth.depth_range_near = regs.viewport->depth_range_near;
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UNREACHABLE();
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state.depth.depth_range_far = regs.viewport->depth_range_far;
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}
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}
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void RasterizerOpenGL::SyncDepthTestState() {
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void RasterizerOpenGL::SyncDepthTestState() {
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@ -144,11 +144,8 @@ private:
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/// Syncs the cull mode to match the guest state
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/// Syncs the cull mode to match the guest state
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void SyncCullMode();
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void SyncCullMode();
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/// Syncs the depth scale to match the guest state
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/// Syncs the depth range to match the guest state
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void SyncDepthScale();
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void SyncDepthRange();
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/// Syncs the depth offset to match the guest state
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void SyncDepthOffset();
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/// Syncs the depth test state to match the guest state
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/// Syncs the depth test state to match the guest state
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void SyncDepthTestState();
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void SyncDepthTestState();
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@ -21,6 +21,8 @@ OpenGLState::OpenGLState() {
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depth.test_enabled = false;
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depth.test_enabled = false;
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depth.test_func = GL_LESS;
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depth.test_func = GL_LESS;
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depth.write_mask = GL_TRUE;
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depth.write_mask = GL_TRUE;
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depth.depth_range_near = 0.0f;
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depth.depth_range_far = 1.0f;
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color_mask.red_enabled = GL_TRUE;
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color_mask.red_enabled = GL_TRUE;
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color_mask.green_enabled = GL_TRUE;
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color_mask.green_enabled = GL_TRUE;
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@ -119,6 +121,12 @@ void OpenGLState::Apply() const {
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glDepthMask(depth.write_mask);
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glDepthMask(depth.write_mask);
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}
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}
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// Depth range
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if (depth.depth_range_near != cur_state.depth.depth_range_near ||
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depth.depth_range_far != cur_state.depth.depth_range_far) {
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glDepthRange(depth.depth_range_near, depth.depth_range_far);
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}
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// Color mask
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// Color mask
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if (color_mask.red_enabled != cur_state.color_mask.red_enabled ||
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if (color_mask.red_enabled != cur_state.color_mask.red_enabled ||
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color_mask.green_enabled != cur_state.color_mask.green_enabled ||
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color_mask.green_enabled != cur_state.color_mask.green_enabled ||
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@ -45,6 +45,8 @@ public:
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bool test_enabled; // GL_DEPTH_TEST
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bool test_enabled; // GL_DEPTH_TEST
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GLenum test_func; // GL_DEPTH_FUNC
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GLenum test_func; // GL_DEPTH_FUNC
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GLboolean write_mask; // GL_DEPTH_WRITEMASK
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GLboolean write_mask; // GL_DEPTH_WRITEMASK
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GLfloat depth_range_near; // GL_DEPTH_RANGE
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GLfloat depth_range_far; // GL_DEPTH_RANGE
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} depth;
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} depth;
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struct {
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struct {
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