Implement GPU scissors ()

* Implement GPU scissors

* Remove unused using

* Add missing changes for Clear
This commit is contained in:
gdkchan 2020-03-29 00:02:58 -03:00 committed by GitHub
parent 06bf25521f
commit ab4867505e
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GPG Key ID: 4AEE18F83AFDEB23
10 changed files with 107 additions and 7 deletions

@ -29,9 +29,7 @@ namespace Ryujinx.Graphics.GAL
void SetBlendColor(ColorF color);
void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp);
void SetDepthMode(DepthMode mode);
void SetDepthTest(DepthTestDescriptor depthTest);
void SetFaceCulling(bool enable, Face face);
@ -56,6 +54,9 @@ namespace Ryujinx.Graphics.GAL
void SetSampler(int index, ShaderStage stage, ISampler sampler);
void SetScissorEnable(int index, bool enable);
void SetScissor(int index, int x, int y, int width, int height);
void SetStencilTest(StencilTestDescriptor stencilTest);
void SetStorageBuffer(int index, ShaderStage stage, BufferRange buffer);

@ -13,6 +13,12 @@ namespace Ryujinx.Graphics.Gpu.Engine
/// <param name="argument">Method call argument</param>
private void Clear(GpuState state, int argument)
{
// Scissor affects clears aswell.
if (state.QueryModified(MethodOffset.ScissorState))
{
UpdateScissorState(state);
}
UpdateRenderTargetState(state, useControl: false);
TextureManager.CommitGraphicsBindings();

@ -117,6 +117,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
UpdateRenderTargetState(state, useControl: true);
}
if (state.QueryModified(MethodOffset.ScissorState))
{
UpdateScissorState(state);
}
if (state.QueryModified(MethodOffset.DepthTestEnable,
MethodOffset.DepthWriteEnable,
MethodOffset.DepthTestFunc))
@ -321,6 +326,27 @@ namespace Ryujinx.Graphics.Gpu.Engine
return colorState.Format != 0 && colorState.WidthOrStride != 0;
}
/// <summary>
/// Updates host scissor test state based on current GPU state.
/// </summary>
/// <param name="state">Current GPU state</param>
private void UpdateScissorState(GpuState state)
{
for (int index = 0; index < Constants.TotalViewports; index++)
{
ScissorState scissor = state.Get<ScissorState>(MethodOffset.ScissorState, index);
bool enable = scissor.Enable && (scissor.X1 != 0 || scissor.Y1 != 0 || scissor.X2 != 0xffff || scissor.Y2 != 0xffff);
_context.Renderer.Pipeline.SetScissorEnable(index, enable);
if (enable)
{
_context.Renderer.Pipeline.SetScissor(index, scissor.X1, scissor.Y1, scissor.X2 - scissor.X1, scissor.Y2 - scissor.Y1);
}
}
}
/// <summary>
/// Updates host depth test state based on current GPU state.
/// </summary>

@ -57,6 +57,7 @@ namespace Ryujinx.Graphics.Gpu.State
new TableItem(MethodOffset.ViewportExtents, typeof(ViewportExtents), 8),
new TableItem(MethodOffset.VertexBufferDrawState, typeof(VertexBufferDrawState), 1),
new TableItem(MethodOffset.DepthBiasState, typeof(DepthBiasState), 1),
new TableItem(MethodOffset.ScissorState, typeof(ScissorState), 8),
new TableItem(MethodOffset.StencilBackMasks, typeof(StencilBackMasks), 1),
new TableItem(MethodOffset.RtDepthStencilState, typeof(RtDepthStencilState), 1),
new TableItem(MethodOffset.VertexAttribState, typeof(VertexAttribState), 16),

@ -33,6 +33,7 @@ namespace Ryujinx.Graphics.Gpu.State
ClearStencilValue = 0x368,
DepthBiasState = 0x370,
TextureBarrier = 0x378,
ScissorState = 0x380,
StencilBackMasks = 0x3d5,
InvalidateTextures = 0x3dd,
TextureBarrierTiled = 0x3df,

@ -0,0 +1,12 @@
namespace Ryujinx.Graphics.Gpu.State
{
struct ScissorState
{
public Boolean32 Enable;
public ushort X1;
public ushort X2;
public ushort Y1;
public ushort Y2;
public uint Padding;
}
}

@ -31,10 +31,14 @@ namespace Ryujinx.Graphics.OpenGL
private uint[] _componentMasks;
private readonly bool[] _scissorEnable;
internal Pipeline()
{
_clipOrigin = ClipOrigin.LowerLeft;
_clipDepthMode = ClipDepthMode.NegativeOneToOne;
_scissorEnable = new bool[8];
}
public void Barrier()
@ -674,6 +678,25 @@ namespace Ryujinx.Graphics.OpenGL
}
}
public void SetScissorEnable(int index, bool enable)
{
if (enable)
{
GL.Enable(IndexedEnableCap.ScissorTest, index);
}
else
{
GL.Disable(IndexedEnableCap.ScissorTest, index);
}
_scissorEnable[index] = enable;
}
public void SetScissor(int index, int x, int y, int width, int height)
{
GL.ScissorIndexed(index, x, y, width, height);
}
public void SetStencilTest(StencilTestDescriptor stencilTest)
{
if (!stencilTest.TestEnable)
@ -928,6 +951,17 @@ namespace Ryujinx.Graphics.OpenGL
}
}
public void RestoreScissorEnable()
{
for (int index = 0; index < 8; index++)
{
if (_scissorEnable[index])
{
GL.Enable(IndexedEnableCap.ScissorTest, index);
}
}
}
public void Dispose()
{
_framebuffer?.Dispose();

@ -7,7 +7,7 @@ namespace Ryujinx.Graphics.OpenGL
{
public sealed class Renderer : IRenderer
{
private Pipeline _pipeline;
private readonly Pipeline _pipeline;
public IPipeline Pipeline => _pipeline;
@ -31,9 +31,9 @@ namespace Ryujinx.Graphics.OpenGL
_counters = new Counters();
_window = new Window();
_window = new Window(this);
TextureCopy = new TextureCopy();
TextureCopy = new TextureCopy(this);
}
public IShader CompileShader(ShaderProgram shader)

@ -6,9 +6,16 @@ namespace Ryujinx.Graphics.OpenGL
{
class TextureCopy : IDisposable
{
private readonly Renderer _renderer;
private int _srcFramebuffer;
private int _dstFramebuffer;
public TextureCopy(Renderer renderer)
{
_renderer = renderer;
}
public void Copy(
TextureView src,
TextureView dst,
@ -34,6 +41,8 @@ namespace Ryujinx.Graphics.OpenGL
GL.ReadBuffer(ReadBufferMode.ColorAttachment0);
GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
GL.Disable(EnableCap.ScissorTest);
GL.BlitFramebuffer(
srcRegion.X1,
srcRegion.Y1,
@ -48,6 +57,8 @@ namespace Ryujinx.Graphics.OpenGL
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, oldReadFramebufferHandle);
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, oldDrawFramebufferHandle);
((Pipeline)_renderer.Pipeline).RestoreScissorEnable();
}
private static void Attach(FramebufferTarget target, Format format, int handle)

@ -9,13 +9,17 @@ namespace Ryujinx.Graphics.OpenGL
private const int NativeWidth = 1280;
private const int NativeHeight = 720;
private readonly Renderer _renderer;
private int _width;
private int _height;
private int _copyFramebufferHandle;
public Window()
public Window(Renderer renderer)
{
_renderer = renderer;
_width = NativeWidth;
_height = NativeHeight;
}
@ -35,13 +39,13 @@ namespace Ryujinx.Graphics.OpenGL
_height = height;
}
private void CopyTextureToFrameBufferRGB(int drawFramebuffer, int readFramebuffer, TextureView view, ImageCrop crop)
{
bool[] oldFramebufferColorWritemask = new bool[4];
int oldReadFramebufferHandle = GL.GetInteger(GetPName.ReadFramebufferBinding);
int oldDrawFramebufferHandle = GL.GetInteger(GetPName.DrawFramebufferBinding);
GL.GetBoolean(GetIndexedPName.ColorWritemask, drawFramebuffer, oldFramebufferColorWritemask);
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, drawFramebuffer);
@ -55,6 +59,8 @@ namespace Ryujinx.Graphics.OpenGL
GL.ReadBuffer(ReadBufferMode.ColorAttachment0);
GL.Disable(EnableCap.ScissorTest);
GL.Clear(ClearBufferMask.ColorBufferBit);
int srcX0, srcX1, srcY0, srcY1;
@ -119,6 +125,8 @@ namespace Ryujinx.Graphics.OpenGL
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, oldReadFramebufferHandle);
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, oldDrawFramebufferHandle);
((Pipeline)_renderer.Pipeline).RestoreScissorEnable();
}
private int GetCopyFramebufferHandleLazy()