gl_rasterizer: Implement multiple color attachments.

This commit is contained in:
bunnei 2018-09-09 19:01:21 -04:00
parent f9e468d891
commit 49b15af054
5 changed files with 99 additions and 136 deletions

View File

@ -533,7 +533,11 @@ public:
u32 stencil_back_mask; u32 stencil_back_mask;
u32 stencil_back_func_mask; u32 stencil_back_func_mask;
INSERT_PADDING_WORDS(0x20); INSERT_PADDING_WORDS(0x13);
u32 rt_separate_frag_data;
INSERT_PADDING_WORDS(0xC);
struct { struct {
u32 address_high; u32 address_high;
@ -557,7 +561,22 @@ public:
struct { struct {
union { union {
BitField<0, 4, u32> count; BitField<0, 4, u32> count;
BitField<4, 3, u32> map_0;
BitField<7, 3, u32> map_1;
BitField<10, 3, u32> map_2;
BitField<13, 3, u32> map_3;
BitField<16, 3, u32> map_4;
BitField<19, 3, u32> map_5;
BitField<22, 3, u32> map_6;
BitField<25, 3, u32> map_7;
}; };
u32 GetMap(size_t index) const {
const std::array<u32, NumRenderTargets> maps{map_0, map_1, map_2, map_3,
map_4, map_5, map_6, map_7};
ASSERT(index < maps.size());
return maps[index];
}
} rt_control; } rt_control;
INSERT_PADDING_WORDS(0x2); INSERT_PADDING_WORDS(0x2);
@ -968,6 +987,7 @@ ASSERT_REG_POSITION(clear_stencil, 0x368);
ASSERT_REG_POSITION(stencil_back_func_ref, 0x3D5); ASSERT_REG_POSITION(stencil_back_func_ref, 0x3D5);
ASSERT_REG_POSITION(stencil_back_mask, 0x3D6); ASSERT_REG_POSITION(stencil_back_mask, 0x3D6);
ASSERT_REG_POSITION(stencil_back_func_mask, 0x3D7); ASSERT_REG_POSITION(stencil_back_func_mask, 0x3D7);
ASSERT_REG_POSITION(rt_separate_frag_data, 0x3EB);
ASSERT_REG_POSITION(zeta, 0x3F8); ASSERT_REG_POSITION(zeta, 0x3F8);
ASSERT_REG_POSITION(vertex_attrib_format, 0x458); ASSERT_REG_POSITION(vertex_attrib_format, 0x458);
ASSERT_REG_POSITION(rt_control, 0x487); ASSERT_REG_POSITION(rt_control, 0x487);

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@ -294,17 +294,10 @@ void RasterizerOpenGL::UpdatePagesCachedCount(VAddr addr, u64 size, int delta) {
cached_pages.add({pages_interval, delta}); cached_pages.add({pages_interval, delta});
} }
std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_color_fb, void RasterizerOpenGL::ConfigureFramebuffers(bool using_depth_fb, bool preserve_contents) {
bool using_depth_fb,
bool preserve_contents) {
MICROPROFILE_SCOPE(OpenGL_Framebuffer); MICROPROFILE_SCOPE(OpenGL_Framebuffer);
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
if (regs.rt[0].format == Tegra::RenderTargetFormat::NONE) {
LOG_ERROR(HW_GPU, "RenderTargetFormat is not configured");
using_color_fb = false;
}
const bool has_stencil = regs.stencil_enable; const bool has_stencil = regs.stencil_enable;
const bool write_color_fb = const bool write_color_fb =
state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE || state.color_mask.red_enabled == GL_TRUE || state.color_mask.green_enabled == GL_TRUE ||
@ -314,41 +307,52 @@ std::pair<Surface, Surface> RasterizerOpenGL::ConfigureFramebuffers(bool using_c
(state.depth.test_enabled && state.depth.write_mask == GL_TRUE) || (state.depth.test_enabled && state.depth.write_mask == GL_TRUE) ||
(has_stencil && (state.stencil.front.write_mask || state.stencil.back.write_mask)); (has_stencil && (state.stencil.front.write_mask || state.stencil.back.write_mask));
Surface color_surface;
Surface depth_surface; Surface depth_surface;
MathUtil::Rectangle<u32> surfaces_rect; if (using_depth_fb) {
std::tie(color_surface, depth_surface, surfaces_rect) = depth_surface = res_cache.GetDepthBufferSurface(preserve_contents);
res_cache.GetFramebufferSurfaces(using_color_fb, using_depth_fb, preserve_contents); }
const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()}; // TODO(bunnei): Figure out how the below register works. According to envytools, this should be
const MathUtil::Rectangle<u32> draw_rect{ // used to enable multiple render targets. However, it is left unset on all games that I have
static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.left) + viewport_rect.left, // tested.
surfaces_rect.left, surfaces_rect.right)), // Left ASSERT_MSG(regs.rt_separate_frag_data == 0, "Unimplemented");
static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.bottom) + viewport_rect.top,
surfaces_rect.bottom, surfaces_rect.top)), // Top
static_cast<u32>(std::clamp<s32>(static_cast<s32>(surfaces_rect.left) + viewport_rect.right,
surfaces_rect.left, surfaces_rect.right)), // Right
static_cast<u32>(
std::clamp<s32>(static_cast<s32>(surfaces_rect.bottom) + viewport_rect.bottom,
surfaces_rect.bottom, surfaces_rect.top))}; // Bottom
// Bind the framebuffer surfaces // Bind the framebuffer surfaces
BindFramebufferSurfaces(color_surface, depth_surface, has_stencil); state.draw.draw_framebuffer = framebuffer.handle;
SyncViewport(surfaces_rect);
// Viewport can have negative offsets or larger dimensions than our framebuffer sub-rect. Enable
// scissor test to prevent drawing outside of the framebuffer region
state.scissor.enabled = true;
state.scissor.x = draw_rect.left;
state.scissor.y = draw_rect.bottom;
state.scissor.width = draw_rect.GetWidth();
state.scissor.height = draw_rect.GetHeight();
state.Apply(); state.Apply();
// Only return the surface to be marked as dirty if writing to it is enabled. std::array<GLenum, Maxwell::NumRenderTargets> buffers;
return std::make_pair(write_color_fb ? color_surface : nullptr, for (size_t index = 0; index < Maxwell::NumRenderTargets; ++index) {
write_depth_fb ? depth_surface : nullptr); Surface color_surface = res_cache.GetColorBufferSurface(index, preserve_contents);
buffers[index] = GL_COLOR_ATTACHMENT0 + regs.rt_control.GetMap(index);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0 + static_cast<GLenum>(index), GL_TEXTURE_2D,
color_surface != nullptr ? color_surface->Texture().handle : 0, 0);
}
glDrawBuffers(regs.rt_control.count, buffers.data());
if (depth_surface) {
if (has_stencil) {
// Attach both depth and stencil
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
depth_surface->Texture().handle, 0);
} else {
// Attach depth
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
depth_surface->Texture().handle, 0);
// Clear stencil attachment
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
}
} else {
// Clear both depth and stencil attachment
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
0);
}
SyncViewport();
state.Apply();
} }
void RasterizerOpenGL::Clear() { void RasterizerOpenGL::Clear() {
@ -407,8 +411,7 @@ void RasterizerOpenGL::Clear() {
ScopeAcquireGLContext acquire_context{emu_window}; ScopeAcquireGLContext acquire_context{emu_window};
auto [dirty_color_surface, dirty_depth_surface] = ConfigureFramebuffers(use_depth_fb, false);
ConfigureFramebuffers(use_color_fb, use_depth_fb, false);
clear_state.Apply(); clear_state.Apply();
@ -430,8 +433,7 @@ void RasterizerOpenGL::DrawArrays() {
ScopeAcquireGLContext acquire_context{emu_window}; ScopeAcquireGLContext acquire_context{emu_window};
const auto [dirty_color_surface, dirty_depth_surface] = ConfigureFramebuffers(true, true);
ConfigureFramebuffers(true, regs.zeta.Address() != 0 && regs.zeta_enable != 0, true);
SyncDepthTestState(); SyncDepthTestState();
SyncStencilTestState(); SyncStencilTestState();
@ -729,38 +731,12 @@ u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, Shader& shader,
return current_unit + static_cast<u32>(entries.size()); return current_unit + static_cast<u32>(entries.size());
} }
void RasterizerOpenGL::BindFramebufferSurfaces(const Surface& color_surface, void RasterizerOpenGL::SyncViewport() {
const Surface& depth_surface, bool has_stencil) {
state.draw.draw_framebuffer = framebuffer.handle;
state.Apply();
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
color_surface != nullptr ? color_surface->Texture().handle : 0, 0);
if (depth_surface != nullptr) {
if (has_stencil) {
// attach both depth and stencil
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
depth_surface->Texture().handle, 0);
} else {
// attach depth
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
depth_surface->Texture().handle, 0);
// clear stencil attachment
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
}
} else {
// clear both depth and stencil attachment
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0,
0);
}
}
void RasterizerOpenGL::SyncViewport(const MathUtil::Rectangle<u32>& surfaces_rect) {
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs;
const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()}; const MathUtil::Rectangle<s32> viewport_rect{regs.viewport_transform[0].GetRect()};
state.viewport.x = static_cast<GLint>(surfaces_rect.left) + viewport_rect.left; state.viewport.x = viewport_rect.left;
state.viewport.y = static_cast<GLint>(surfaces_rect.bottom) + viewport_rect.bottom; state.viewport.y = viewport_rect.bottom;
state.viewport.width = static_cast<GLsizei>(viewport_rect.GetWidth()); state.viewport.width = static_cast<GLsizei>(viewport_rect.GetWidth());
state.viewport.height = static_cast<GLsizei>(viewport_rect.GetHeight()); state.viewport.height = static_cast<GLsizei>(viewport_rect.GetHeight());
} }

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@ -97,14 +97,8 @@ private:
GLvec4 border_color; GLvec4 border_color;
}; };
/// Configures the color and depth framebuffer states and returns the dirty <Color, Depth> /// Configures the color and depth framebuffer states
/// surfaces if writing was enabled. void ConfigureFramebuffers(bool using_depth_fb, bool preserve_contents);
std::pair<Surface, Surface> ConfigureFramebuffers(bool using_color_fb, bool using_depth_fb,
bool preserve_contents);
/// Binds the framebuffer color and depth surface
void BindFramebufferSurfaces(const Surface& color_surface, const Surface& depth_surface,
bool has_stencil);
/* /*
* Configures the current constbuffers to use for the draw command. * Configures the current constbuffers to use for the draw command.
@ -127,7 +121,7 @@ private:
u32 current_unit); u32 current_unit);
/// Syncs the viewport to match the guest state /// Syncs the viewport to match the guest state
void SyncViewport(const MathUtil::Rectangle<u32>& surfaces_rect); void SyncViewport();
/// Syncs the clip enabled status to match the guest state /// Syncs the clip enabled status to match the guest state
void SyncClipEnabled(); void SyncClipEnabled();

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@ -61,8 +61,8 @@ static VAddr TryGetCpuAddr(Tegra::GPUVAddr gpu_addr) {
return params; return params;
} }
/*static*/ SurfaceParams SurfaceParams::CreateForFramebuffer( /*static*/ SurfaceParams SurfaceParams::CreateForFramebuffer(size_t index) {
const Tegra::Engines::Maxwell3D::Regs::RenderTargetConfig& config) { const auto& config{Core::System::GetInstance().GPU().Maxwell3D().regs.rt[index]};
SurfaceParams params{}; SurfaceParams params{};
params.addr = TryGetCpuAddr(config.Address()); params.addr = TryGetCpuAddr(config.Address());
params.is_tiled = true; params.is_tiled = true;
@ -708,62 +708,34 @@ Surface RasterizerCacheOpenGL::GetTextureSurface(const Tegra::Texture::FullTextu
return GetSurface(SurfaceParams::CreateForTexture(config)); return GetSurface(SurfaceParams::CreateForTexture(config));
} }
SurfaceSurfaceRect_Tuple RasterizerCacheOpenGL::GetFramebufferSurfaces(bool using_color_fb, Surface RasterizerCacheOpenGL::GetDepthBufferSurface(bool preserve_contents) {
bool using_depth_fb, const auto& regs{Core::System::GetInstance().GPU().Maxwell3D().regs};
bool preserve_contents) { if (!regs.zeta.Address() || !regs.zeta_enable) {
const auto& regs = Core::System::GetInstance().GPU().Maxwell3D().regs; return {};
// TODO(bunnei): This is hard corded to use just the first render buffer
LOG_TRACE(Render_OpenGL, "hard-coded for render target 0!");
// get color and depth surfaces
SurfaceParams color_params{};
SurfaceParams depth_params{};
if (using_color_fb) {
color_params = SurfaceParams::CreateForFramebuffer(regs.rt[0]);
} }
if (using_depth_fb) { SurfaceParams depth_params{SurfaceParams::CreateForDepthBuffer(
depth_params = SurfaceParams::CreateForDepthBuffer(regs.zeta_width, regs.zeta_height, regs.zeta_width, regs.zeta_height, regs.zeta.Address(), regs.zeta.format)};
regs.zeta.Address(), regs.zeta.format);
return GetSurface(depth_params, preserve_contents);
} }
MathUtil::Rectangle<u32> color_rect{}; Surface RasterizerCacheOpenGL::GetColorBufferSurface(size_t index, bool preserve_contents) {
Surface color_surface; const auto& regs{Core::System::GetInstance().GPU().Maxwell3D().regs};
if (using_color_fb) {
color_surface = GetSurface(color_params, preserve_contents); ASSERT(index < Tegra::Engines::Maxwell3D::Regs::NumRenderTargets);
if (color_surface) {
color_rect = color_surface->GetSurfaceParams().GetRect(); if (index >= regs.rt_control.count) {
} return {};
} }
MathUtil::Rectangle<u32> depth_rect{}; if (regs.rt[index].Address() == 0 || regs.rt[index].format == Tegra::RenderTargetFormat::NONE) {
Surface depth_surface; return {};
if (using_depth_fb) {
depth_surface = GetSurface(depth_params, preserve_contents);
if (depth_surface) {
depth_rect = depth_surface->GetSurfaceParams().GetRect();
}
} }
MathUtil::Rectangle<u32> fb_rect{}; const SurfaceParams color_params{SurfaceParams::CreateForFramebuffer(index)};
if (color_surface && depth_surface) {
fb_rect = color_rect;
// Color and Depth surfaces must have the same dimensions and offsets
if (color_rect.bottom != depth_rect.bottom || color_rect.top != depth_rect.top ||
color_rect.left != depth_rect.left || color_rect.right != depth_rect.right) {
color_surface = GetSurface(color_params);
depth_surface = GetSurface(depth_params);
fb_rect = color_surface->GetSurfaceParams().GetRect();
}
} else if (color_surface) {
fb_rect = color_rect;
} else if (depth_surface) {
fb_rect = depth_rect;
}
return std::make_tuple(color_surface, depth_surface, fb_rect); return GetSurface(color_params, preserve_contents);
} }
void RasterizerCacheOpenGL::LoadSurface(const Surface& surface) { void RasterizerCacheOpenGL::LoadSurface(const Surface& surface) {

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@ -669,8 +669,7 @@ struct SurfaceParams {
static SurfaceParams CreateForTexture(const Tegra::Texture::FullTextureInfo& config); static SurfaceParams CreateForTexture(const Tegra::Texture::FullTextureInfo& config);
/// Creates SurfaceParams from a framebuffer configuration /// Creates SurfaceParams from a framebuffer configuration
static SurfaceParams CreateForFramebuffer( static SurfaceParams CreateForFramebuffer(size_t index);
const Tegra::Engines::Maxwell3D::Regs::RenderTargetConfig& config);
/// Creates SurfaceParams for a depth buffer configuration /// Creates SurfaceParams for a depth buffer configuration
static SurfaceParams CreateForDepthBuffer(u32 zeta_width, u32 zeta_height, static SurfaceParams CreateForDepthBuffer(u32 zeta_width, u32 zeta_height,
@ -774,9 +773,11 @@ public:
/// Get a surface based on the texture configuration /// Get a surface based on the texture configuration
Surface GetTextureSurface(const Tegra::Texture::FullTextureInfo& config); Surface GetTextureSurface(const Tegra::Texture::FullTextureInfo& config);
/// Get the color and depth surfaces based on the framebuffer configuration /// Get the depth surface based on the framebuffer configuration
SurfaceSurfaceRect_Tuple GetFramebufferSurfaces(bool using_color_fb, bool using_depth_fb, Surface GetDepthBufferSurface(bool preserve_contents);
bool preserve_contents);
/// Get the color surface based on the framebuffer configuration and the specified render target
Surface GetColorBufferSurface(size_t index, bool preserve_contents);
/// Flushes the surface to Switch memory /// Flushes the surface to Switch memory
void FlushSurface(const Surface& surface); void FlushSurface(const Surface& surface);